Blender Git Statistics -> Branches -> apricot

"Apricot" branch

Total commits : 231
Total committers : 5
First Commit : April 17, 2008
Latest Commit : September 4, 2008

Commits by Month

DateNumber of Commits
September, 20085
August, 200844
July, 200848
June, 200855
May, 200852
April, 200827


AuthorNumber of Commits
Campbell Barton127
Brecht Van Lommel89
Martin Poirier12
Nathan Letwory2
Daniel Genrich1

Popular Files

FilenameTotal Edits

Latest commits Feed

September 4, 2008, 15:45 (GMT)
Apricot Branch

Various changes from trunk that were somehow missed with merges, and
small code cleanups and fixes.

September 4, 2008, 00:32 (GMT)
September 4, 2008, 00:16 (GMT)
Apricot Branch:
* Fix for wrong bone parent transform with duplis (multiplayer).
* Fix for crash on export when the bone in a bone parent relation
does not exist anymore.

September 2, 2008, 06:36 (GMT)
September 1, 2008, 07:03 (GMT)
August 29, 2008, 14:13 (GMT)
Apricot Branch: bugfix, setting manual glsl shaders did not release
displaylists, resulted in missing texture coordinates sometimes.

August 29, 2008, 13:23 (GMT)
Apricot Branch: better support for multiple scenes with glsl,
now it keeps shaders and lamps per scene.

August 29, 2008, 06:36 (GMT)
August 29, 2008, 03:18 (GMT)
August 28, 2008, 23:12 (GMT)
svn merge -r 16287:HEAD still getting errors compiling blenderplayer
August 28, 2008, 11:26 (GMT)
Apricot Branch: didn't add these file in the last merge commit.

August 28, 2008, 11:22 (GMT)
August 27, 2008, 19:12 (GMT)
Apricot Branch: bugfix for crash in shadow buffer rendering
combined with the shadow option for texfaces.

August 27, 2008, 14:18 (GMT)
Apricot Branch: another fix for obcolor alpha - i can't seem
to get this right :).

August 27, 2008, 13:10 (GMT)
Apricot Branch: bugfix, broke bone parenting with yesterday's commit.

August 27, 2008, 11:56 (GMT)
Apricot Branch: still didn't get the glsl obcolor mixing right,
forgot why I did it the other way around before (because of alpha),
should work correct now.

Also, noticed I committed a bugfix before without knowing related
to creating material buckets with > 65k faces. The fix was provided
by Samuel Anjam, thanks!

August 27, 2008, 07:12 (GMT)
divide by zero for texture animation when start and end frames are the same
August 27, 2008, 03:41 (GMT)
August 26, 2008, 17:53 (GMT)
Apricot Branch: apply glsl object color before mist, makes more sense.

August 26, 2008, 17:38 (GMT)
Apricot Branch: fix for a change I made to avoid doing where_is_pose
too often, didn't work correct for multiple objects sharing the same

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By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021