Blender Git Statistics -> Developers -> angavrilov

Alexander Gavrilov (angavrilov)

Total Commits : 360
Master Commits : 315
Branch Commits : 45
First Commit : January 20, 2016
Latest Commit : July 8, 2020 (Yesterday)

Commits by Month

DateNumber of Commits
July, 20204
June, 20203
May, 20200
April, 20200
March, 20201
February, 20201
January, 20207
December, 20194
November, 201918
October, 20192
September, 201925
August, 201913
July, 20190
June, 20192
May, 201933
April, 201928
March, 20192
February, 20190
January, 20196
December, 201831
November, 201839
October, 201825
September, 20189
August, 20184
July, 20183
June, 20180
May, 20180
April, 20181
March, 20182
February, 20180
January, 20180
December, 20170
November, 20171
October, 201710
September, 20170
August, 201711
July, 20170
June, 20170
May, 20176
April, 20172
March, 20170
February, 20170
January, 20176
December, 20161
November, 20161
October, 20162
September, 20166
August, 201624
July, 20167
June, 20163
May, 20167
April, 20160
March, 20160
February, 20161
January, 20169

Commit Distribution

PathNumber of Commits

Favourite Files

FilenameTotal Edits

File Changes

ActionTotalPer Commit
Added1 2473.5
Modified4 76313.2
Deleted1 2373.4

Code Changes

ActionTotalPer Commit
Lines Added25 72274.1
Lines Removed10 36029.9

Latest commits Feed

Revision 01c8aa1 by Alexander Gavrilov (master)
1 day and 15 hours ago
Apply Modifier: support applying as shape key and keeping the modifier.

This can be useful to save the result of a cloth simulation as a
shape key without destroying the simulation, so it's possible to
e.g. re-run it to get other shapes, or simply use the new shape
key to start the simulation already in a draped state.

It also makes sense to allow applying as shape key even when the
mesh is shared, because the operation itself just adds a shape
key. To support this, split the apply operator into Apply and
Apply As Shapekey so that they can have different poll callbacks.

Differential Revision:
Revision 2788b02 by Alexander Gavrilov (master)
July 1, 2020, 15:16 (GMT)
Cloth: use the original vertex positions to build internal springs.

In order to ensure correct operation of the rest shape key feature,
it's necessary to create a temporary copy of the mesh with rest
vertex positions to run the BVH lookup on. If the rest shape key
isn't used, there is no need for additional overhead.
Revision 42be396 by Alexander Gavrilov (master)
July 1, 2020, 14:42 (GMT)
Cloth: correctly use the rest shape to compute the initial pressure volume.

Computing the original volume should use the rest positions of vertices,
like is done for initializing other parts of the simulation like springs.
Otherwise, features like rest shape key don't work correctly.
Revision 23cc2a2 by Alexander Gavrilov (master)
July 1, 2020, 11:42 (GMT)
Fix ID reference counting asserts when freeing COW pose channels.

Take the do_id_user flag into account when freeing custom properties
attached to pose channels, so that pointer properties don't cause
assertion failures when DEG frees its COW instances.
Revision 64a584b by Alexander Gavrilov (master)
June 25, 2020, 09:10 (GMT)
Python API: add methods to allow copying of constraints.

Blender has an operator to do Copy & Paste of constraints between
objects and bones, but no simple method to do that directly via
the Python API is provided. This adds a copy() method to object
and pose bone constraint collections.

Differential Revision:
Revision b1f9799 by Alexander Gavrilov (master)
June 12, 2020, 15:19 (GMT)
Cloth: implement support for a hydrostatic pressure gradient.

When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.

This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.

Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.

Differential Revision:
Revision 93c8955 by Alexander Gavrilov (master)
June 10, 2020, 13:51 (GMT)
Mesh Edit: preserve Custom Normal vectors in topology operators.

Custom Loop Normals are normally encoded relative to the default
normals, similar to normal maps, allowing them to naturally follow
mesh deformations. Changes to mesh topology however often result
in nonsensical effects that are not desired.

The Remove Doubles operation especially (now known as Merge By
Distance) is intended as a purely topological operation, and
definitely should not change the vector of the custom normals.

This patch implements that behavior by converting the relative
encoding into an absolute vector layer for the duration of the
operation. It also modifies other Merge types in this way for
consistency, the Rip operator as their inverse counterpart;
and also Delete, Dissolve, Connect Path and Knife operators
as other examples more related to topology than shape.

On the technical side, this ports mesh_normals_loop_custom_set
to BMesh, and then uses a temporary Custom Data layer to store
the normals as vectors for the duration of the above mentioned
operations. When the normals are converted back to custom data,
the caller can choose whether to mark edges as sharp to preserve
distinct normals, or just average them instead. All but Remove
Doubles choose to average for now.

Differential Revision:
Revision 084bf7d by Alexander Gavrilov (master)
March 18, 2020, 08:55 (GMT)
Weight Paint: Implement a new Lock-Relative mode.

This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.

The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.

Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.

This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.

Differential Revision:
Revision a1e50cf by Alexander Gavrilov (master)
February 12, 2020, 11:08 (GMT)
Weight Paint: add a pie menu for locking and unlocking vertex groups.

Provide different options for locking and unlocking vertex groups
using bone selection, accessible via a pie menu triggered via the
'K' hotkey. To implement a variety of operations, extend the old
operator with a new option to mask it by bone selection. If the
X Mirror option is enabled, selection is automatically mirrored.

This follows D6533 as the next step in improving accessibility of
vertex group locking during weight painting.

Differential Revision:
Revision 79d9874 by Alexander Gavrilov (master)
January 24, 2020, 17:48 (GMT)
Merge branch 'blender-v2.82-release'

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