Blender Git Statistics -> Developers -> Osares
Mattias Fredriksson (Osares)
Total Commits : 4
Master Commits : 3
Branch Commits : 1
First Commit : August 5, 2021
Latest Commit : August 29, 2021
Commits by Month
Date | Number of Commits | |
---|---|---|
August, 2021 | 4 |
Commit Distribution
Path | Number of Commits |
---|---|
master | 3 |
lineart-shadow | 1 |
temp-lineart-contained | 1 |
Favourite Files
Filename | Total Edits |
---|---|
node_geo_mesh_primitive_circle.cc | 3 |
node_geo_mesh_primitive_grid.cc | 3 |
node_geo_mesh_primitive_uv_sphere.cc | 2 |
node_geo_mesh_primitive_line.cc | 2 |
node_geo_mesh_primitive_cone.cc | 2 |
File Changes
Action | Total | Per Commit |
---|---|---|
Modified | 12 | 3.0 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 53 | 13.3 |
Lines Removed | 73 | 18.3 |
Latest commits
August 29, 2021, 21:39 (GMT) |
Geometry Nodes: Allow for one vertex in grid node This commit allows setting the number of vertices in either direction to 1, so that the primitive grid node will create a line instead of a grid. To avoid confusion the soft limits of the input sockets are not changed, so this is purely an increase in flexibility for when it is helpful. Differential Revision: https://developer.blender.org/D11772 |
August 29, 2021, 21:30 (GMT) |
Fix: Circle mesh primitive outer edges do not render The outer edges created om the circle mesh primitive node weren't marked with the flags that makes them show in wireframe mode. Differential Revision: https://developer.blender.org/D12152 |
August 10, 2021, 01:35 (GMT) |
Fix: Avoid floating point error in some mesh primitive nodes Some mesh primitives created using geometry nodes use loops to create vertices and accumulates positions/angles in FP variables. This allows rounding errors to accumulate and can introduce significant errors. To minimize changes from original implementation, variables allowing errors to accumulate are replaced by: delta * index. Affected Mesh Primitives nodes are Line, Grid, Cylinder, Circle, Cone, and UV-Sphere. Differential Revision: https://developer.blender.org/D12136 |
August 5, 2021, 23:34 (GMT) |
Fix: Avoid floating point error in some mesh primitive nodes Some mesh primitives created using geometry nodes use loops to create vertices and accumulates positions/angles in FP variables. This allows rounding errors to accumulate and can introduce significant errors. To minimize changes from original implementation, variables allowing errors to accumulate are replaced by: delta * index. Affected Mesh Primitives nodes are Line, Grid, Cylinder, Circle, Cone, and UV-Sphere. Differential Revision: https://developer.blender.org/D12136 |
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