Blender Git Statistics -> Developers -> krash
Anthony Edlin (krash)
Total Commits : 9
Master Commits : 6
Branch Commits : 3
First Commit : November 25, 2013
Latest Commit : August 10, 2021
Commits by Month
Date | Number of Commits | |
---|---|---|
August, 2021 | 3 | |
July, 2021 | 0 | |
June, 2021 | 0 | |
May, 2021 | 0 | |
April, 2021 | 0 | |
March, 2021 | 0 | |
February, 2021 | 0 | |
January, 2021 | 0 | |
December, 2020 | 0 | |
November, 2020 | 0 | |
October, 2020 | 0 | |
September, 2020 | 0 | |
August, 2020 | 0 | |
July, 2020 | 0 | |
June, 2020 | 0 | |
May, 2020 | 1 | |
April, 2020 | 1 | |
March, 2020 | 0 | |
February, 2020 | 0 | |
January, 2020 | 0 | |
December, 2019 | 0 | |
November, 2019 | 0 | |
October, 2019 | 0 | |
September, 2019 | 0 | |
August, 2019 | 0 | |
July, 2019 | 0 | |
June, 2019 | 0 | |
May, 2019 | 0 | |
April, 2019 | 0 | |
March, 2019 | 0 | |
February, 2019 | 0 | |
January, 2019 | 0 | |
December, 2018 | 0 | |
November, 2018 | 0 | |
October, 2018 | 0 | |
September, 2018 | 0 | |
August, 2018 | 0 | |
July, 2018 | 0 | |
June, 2018 | 0 | |
May, 2018 | 0 | |
April, 2018 | 0 | |
March, 2018 | 0 | |
February, 2018 | 0 | |
January, 2018 | 0 | |
December, 2017 | 0 | |
November, 2017 | 0 | |
October, 2017 | 0 | |
September, 2017 | 0 | |
August, 2017 | 0 | |
July, 2017 | 0 | |
June, 2017 | 0 | |
May, 2017 | 0 | |
April, 2017 | 0 | |
March, 2017 | 0 | |
February, 2017 | 0 | |
January, 2017 | 0 | |
December, 2016 | 0 | |
November, 2016 | 0 | |
October, 2016 | 2 | |
September, 2016 | 0 | |
August, 2016 | 0 | |
July, 2016 | 0 | |
June, 2016 | 0 | |
May, 2016 | 0 | |
April, 2016 | 0 | |
March, 2016 | 0 | |
February, 2016 | 0 | |
January, 2016 | 0 | |
December, 2015 | 0 | |
November, 2015 | 0 | |
October, 2015 | 0 | |
September, 2015 | 0 | |
August, 2015 | 0 | |
July, 2015 | 0 | |
June, 2015 | 0 | |
May, 2015 | 0 | |
April, 2015 | 0 | |
March, 2015 | 0 | |
February, 2015 | 0 | |
January, 2015 | 0 | |
December, 2014 | 0 | |
November, 2014 | 0 | |
October, 2014 | 0 | |
September, 2014 | 1 | |
August, 2014 | 0 | |
July, 2014 | 0 | |
June, 2014 | 0 | |
May, 2014 | 0 | |
April, 2014 | 0 | |
March, 2014 | 0 | |
February, 2014 | 0 | |
January, 2014 | 0 | |
December, 2013 | 0 | |
November, 2013 | 1 |
Commit Distribution
Favourite Files
Filename | Total Edits |
---|---|
editmesh_preselect_edgering.c | 3 |
clip_ops.c | 2 |
image_ops.c | 2 |
screen_intern.h | 1 |
install_deps.sh | 1 |
area.c | 1 |
screen_ops.c | 1 |
editmesh_select.c | 1 |
transform_manipulator.c | 1 |
screen_edit.c | 1 |
File Changes
Action | Total | Per Commit |
---|---|---|
Modified | 14 | 1.6 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 200 | 22.2 |
Lines Removed | 83 | 9.2 |
Latest commits
August 10, 2021, 01:35 (GMT) |
Make loopcut drawing consistent between gizmo and operator. Loopcut drawing from gizmo had thicker lines because it was using line smoothing without alpha blend, compared to thin jagged lines from operator. Make the drawing anti aliased and consistent by using 3D_POLYLINE/3D_POINT shaders, and making sure alpha blending is on. Reviewed By: #eevee_viewport, fclem Differential Revision: https://developer.blender.org/D11333 |
Revision 791cb92 by Anthony Edlin / Siddhartha Jejurkar (soc-2021-uv-editor-improvements) August 6, 2021, 06:09 (GMT) |
Make loopcut drawing consistent between gizmo and operator. Loopcut drawing from gizmo had thicker lines because it was using line smoothing without alpha blend, compared to thin jagged lines from operator. Make the drawing anti aliased and consistent by using 3D_POLYLINE/3D_POINT shaders, and making sure alpha blending is on. Reviewed By: #eevee_viewport, fclem Differential Revision: https://developer.blender.org/D11333 |
August 4, 2021, 09:19 (GMT) |
Make loopcut drawing consistent between gizmo and operator. Loopcut drawing from gizmo had thicker lines because it was using line smoothing without alpha blend, compared to thin jagged lines from operator. Make the drawing anti aliased and consistent by using 3D_POLYLINE/3D_POINT shaders, and making sure alpha blending is on. Reviewed By: #eevee_viewport, fclem Differential Revision: https://developer.blender.org/D11333 |
May 12, 2020, 04:33 (GMT) |
Fix EDBM_selectmode_disable_multi_ex return value This always return changed, even when no changes were made. |
April 29, 2020, 08:15 (GMT) |
nstall_deps: USD: Add root usd library directory to build args. Add root usd library directory to build arguments, same as other libraries. Also fix error/typo in compile_USD regarding _is_building. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D7563 |
Revision e6d9b15 by Anthony Edlin / Sergey Sharybin (blender-v2.78-release, blender-v2.78b-release, blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) October 19, 2016, 12:26 (GMT) |
Fix T49646: Switching from large to small image can get stuck zoom at max zoom distance. Allow for zooming in at max zoom distance. Reviewed By: Severin Differential Revision: https://developer.blender.org/D2291 |
October 13, 2016, 23:07 (GMT) |
Fix T49646: Switching from large to small image can get stuck zoom at max zoom distance. Allow for zooming in at max zoom distance. Reviewed By: Severin Differential Revision: https://developer.blender.org/D2291 |
September 10, 2014, 10:06 (GMT) |
Fix T41112: Rotate manipulator (Trackball) + release confirm not working? Usual same issue (unset property != set property to default value). Review and minor edits by mont29 (Bastien Montagne). |
November 25, 2013, 13:26 (GMT) |
UI: fix errors in screen edge drawing, moving and region hiding. Summary: - Fixes an off-by-one error in screen_test_scale() which causes the areas and regions to draw one pixel bigger on the right and top side of the window, therefor hiding one line of pixels. - Fixes an off-by-one error in rct_fits() which causes regions to incorrectly hide even though it would fit inside the area. - Correctly set the limits for the screen edge move operator so it will always go up to AREAMINX and headery. - Change screen_find_active_scredge() so it doesn't show the arrows cursor on the screen edges along the window border. The import thing to understand is how integer rects are used in this part of the code. They are constructed as a lower left and top right point and are INCLUSIVE. Meaning that if you have a rect's xmin = 10 and xmax = 30 then the total number of pixels is 21. So to get the size of a rect you have to do xmax - xmin + 1, which is easy to forget and result in off-by-one errors. Reviewed By: brecht Differential Revision: https://developer.blender.org/D41 |
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