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

DateNumber of Commits
August, 20214

Commit Distribution

PathNumber of Commits
master3
temp-lineart-contained1
lineart-shadow1

Favourite Files

FilenameTotal Edits
node_geo_mesh_primitive_grid.cc3
node_geo_mesh_primitive_circle.cc3
node_geo_mesh_primitive_uv_sphere.cc2
node_geo_mesh_primitive_line.cc2
node_geo_mesh_primitive_cone.cc2

File Changes

ActionTotalPer Commit
Modified123.0

Code Changes

ActionTotalPer Commit
Lines Added5313.3
Lines Removed7318.3

Latest commits Feed

Revision b423546 by Mattias Fredriksson / Hans Goudey (master)
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
Revision 0841808 by Mattias Fredriksson / Hans Goudey (master)
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
Revision f77d6e4 by Mattias Fredriksson / YimingWu (lineart-shadow, temp-lineart-contained)
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
Revision bc0d55e by Mattias Fredriksson / Hans Goudey (master)
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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