Blender Git Statistics -> Developers -> cessen

Nathan Vegdahl (cessen)

Total Commits : 18
Master Commits : 16
Branch Commits : 2
First Commit : January 19, 2010
Latest Commit : November 21, 2012

Commits by Month

DateNumber of Commits
November, 20121
October, 20120
September, 20120
August, 20120
July, 20120
June, 20120
May, 20121
April, 20120
March, 20120
February, 20120
January, 20121
December, 20110
November, 20110
October, 20110
September, 20110
August, 20110
July, 20110
June, 20110
May, 20111
April, 20110
March, 20110
February, 20111
January, 20110
December, 20100
November, 20100
October, 20101
September, 20100
August, 20100
July, 20100
June, 20100
May, 20101
April, 20102
March, 20100
February, 20105
January, 20104

Commit Distribution

PathNumber of Commits
master16
render252

Favourite Files

FilenameTotal Edits
mouth.py6
finger_curl.py4
arm_biped.py4
eye_lid.py4
leg_biped.py4
spine_pivot_flex.py4
leg_quadruped.py4
eye_balls.py4
shape_key_control.py3
tongue.py3

File Changes

ActionTotalPer Commit
Added90.5
Modified583.2
Deleted271.5

Code Changes

ActionTotalPer Commit
Lines Added3 251203.2
Lines Removed73946.2

Latest commits Feed

Revision 387bb73 by Nathan Vegdahl (master)
November 21, 2012, 01:51 (GMT)
Change edge loop select and edge ring select to be consistent with
other selection operators. Instead of having only a single "extend"
option which causes the selection to toggle, there are now
three options:
- extend: adds to selection
- deselect: removes from selection
- toggle: toggles the selection

The default keymap is adjusted to have identical behavior as before,
using these new options, so end-users shouldn't experience any
difference.
Revision 19e1d05 by Nathan Vegdahl (master)
May 24, 2012, 21:05 (GMT)
Modifications to the view3d.select() operator:

1. Two new boolean options have been added to the operator: "deselect"
and "toggle".
2. The previous behavior of "extend" (toggling the selection) has
been moved to the "toggle" option.
3. "extend" now only extends the selection, it never deselects.
4. "deselect" is pretty self-explanatory: it deselects (i.e. opposite
of extend).
5. The built-in keymap has been changed to use "toggle" where
"extend" was used before for this operator, to maintain the
previous behavior in the default keymap.

In short, this works towards making "extend" and "deselect" fully
consistent across all selection tools (adding to and removing from
selection, respectively), but still preserves the old behavior
as well.

(Patch reviewed by Brecht.)
Revision 67dca22 by Nathan Vegdahl (master)
January 31, 2012, 04:23 (GMT)
Action constraint transform channel was listing X Scale as Z Scale,
resulting in two Z Scale listings in the menu. Fixed.
Revision 7e5ff01 by Nathan Vegdahl (master)
May 14, 2011, 20:23 (GMT)
Button for adding shape keys now creates shapes from base mesh instead of
from the current shape mix. The old behavior is still accessable from the
menu as "New Shape From Mix".

Checked with Sergey and Bassam that this is a good change. New users
expect the add shape button to simply add a new blank shape, and get
confused when that is not the case. It is also really easy to
accidentally have other shape information in a new shape when the
"from mix" behavior is default.
Revision ea20a27 by Nathan Vegdahl (master)
February 21, 2011, 20:26 (GMT)
Editbone length was still using "normalize()" instead of "normalized()"
for setting length, which was thus failing and erroring out.
Revision 30b4fa2 by Nathan Vegdahl (master)
October 26, 2010, 05:07 (GMT)
Removed old rigify code, as it is starting to interfere with the newer Rigify addon.
The newer addon currently resides here: bzr://bzr.cessen.com/rigify
But will eventually be included in svn.
Revision f88f711 by Nathan Vegdahl (render25)
May 18, 2010, 13:46 (GMT)
Fix for the eyelid rig type. Vector(#, #, #) to Vector((#, #, #))
Revision dbcd83b by Nathan Vegdahl (render25)
April 19, 2010, 15:20 (GMT)
Updated rigify scripts for minor driver api change.
Revision 54b12df by Nathan Vegdahl (master)
April 7, 2010, 14:46 (GMT)
Added tongue and neck rigs. The neck rig is quite solid, I think, and is working well in production on Durian. The tongue rig is a bit hacky, but I'm adding it for now since we're using it in Durian.
Also added pupil dilation to the eye rig type, and made the finger rig type work with two-digit fingers.
Revision 2b9740b by Nathan Vegdahl (master)
February 22, 2010, 18:07 (GMT)
Made a more generic rig type for giving animators direct control over shape keys. With this rig type you can attach shape keys both to the transforms of the bone and any number custom properties on the bone.

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