Blender Git Statistics -> Developers -> mal_cando

Mal Duffin (mal_cando)

Total Commits : 11
Master Commits : 11
Branch Commits : 0
First Commit : May 31, 2007
Latest Commit : May 27, 2019

Commits by Month

DateNumber of Commits
May, 20191
April, 20190
March, 20190
February, 20190
January, 20190
December, 20181
November, 20180
October, 20180
September, 20180
August, 20180
July, 20180
June, 20180
May, 20180
April, 20180
March, 20180
February, 20180
January, 20180
December, 20170
November, 20170
October, 20170
September, 20170
August, 20170
July, 20170
June, 20170
May, 20170
April, 20170
March, 20170
February, 20170
January, 20170
December, 20160
November, 20160
October, 20160
September, 20160
August, 20160
July, 20160
June, 20160
May, 20160
April, 20160
March, 20160
February, 20160
January, 20160
December, 20150
November, 20150
October, 20150
September, 20150
August, 20150
July, 20150
June, 20150
May, 20150
April, 20150
March, 20150
February, 20150
January, 20150
December, 20140
November, 20140
October, 20140
September, 20140
August, 20140
July, 20140
June, 20140
May, 20140
April, 20140
March, 20140
February, 20140
January, 20140
December, 20130
November, 20130
October, 20130
September, 20130
August, 20130
July, 20130
June, 20130
May, 20130
April, 20130
March, 20130
February, 20130
January, 20130
December, 20120
November, 20120
October, 20120
September, 20120
August, 20120
July, 20120
June, 20120
May, 20120
April, 20120
March, 20120
February, 20120
January, 20120
December, 20110
November, 20110
October, 20110
September, 20110
August, 20110
July, 20110
June, 20110
May, 20110
April, 20110
March, 20110
February, 20110
January, 20110
December, 20100
November, 20100
October, 20100
September, 20100
August, 20100
July, 20100
June, 20100
May, 20100
April, 20100
March, 20100
February, 20100
January, 20100
December, 20090
November, 20090
October, 20090
September, 20090
August, 20090
July, 20090
June, 20090
May, 20090
April, 20090
March, 20090
February, 20090
January, 20090
December, 20080
November, 20080
October, 20080
September, 20080
August, 20083
July, 20083
June, 20080
May, 20080
April, 20080
March, 20080
February, 20080
January, 20080
December, 20070
November, 20070
October, 20071
September, 20071
August, 20070
July, 20070
June, 20070
May, 20071

Favourite Files

FilenameTotal Edits

File Changes

ActionTotalPer Commit

Code Changes

ActionTotalPer Commit
Lines Added25723.4
Lines Removed595.4

Latest commits Feed

Revision 118ac49 by Mal Duffin / Brecht Van Lommel (master)
May 27, 2019, 11:31 (GMT)
Fix poor display of time codes in sequencer Info panel

Allow using : in labels inside buttons.

Differential Revision:
Revision 4bf2530 by Mal Duffin / Brecht Van Lommel (master)
December 11, 2018, 19:44 (GMT)
FFmpeg: enable multi-threaded encoding of multiple frames, for a ~20% speedup.

This enables ffmpeg to encode each frame in its own thread. However in most
cases Blender does not pass frames to ffmpeg fast enough to actually use the
more than two threads. In some tests the speed was measured to be about 20%.
If other parts of the video sequencer get optimized, this should improve.

Differential Revision:
Revision 03f9c6a by Mal Duffin (master)
August 2, 2008, 17:08 (GMT)
Copies all required DLLS for Save Game as Runtime.

Under Windows, all DLLs are copied to the same folder as the runtime .EXE, so that the process becomes a single click and deploy solution.

Linux doesn't require this ( thx for info centralnoise ) and will update to work on OS/X after I do a bit of research on .a and .so files ( thx for info kaito ).
Revision aa02e60 by Mal Duffin (master)
August 1, 2008, 21:17 (GMT)
Fix for GE Make Runtime menu option

Doh - I forgot to add a comment to the previous commit.

This adds a file exists check for Make Dynamic Runtime for the GE. It also removes this menu option for now, as the required file ( blenderdynplayer.exe ) hasn't been included with the Blender app for quite a few releases ( therefore the feature has been broken ).

I also renamed the option, to make it a bit more understandable. This might even be better moved to the Game menu, but I didn't want to do that ( yet :) )
Revision fc52146 by Mal Duffin (master)
August 1, 2008, 21:12 (GMT)

Revision 34bb446 by Mal Duffin (master)
July 29, 2008, 22:44 (GMT)
Simple changes to Motion Actuator UI.

This includes...

- Renaming dLoc and dRot as Loc and Rot ( as well as changing the tooltip to location and rotation ). dLoc and dRot are programming terms, not user terms.

- Placing Loc and Rot as the two initial shown values, so that the physical ones are all shown together.

I also changed it so that only Loc and Rot are shown in the UI, unless the object is Dynamic ( as the other values only make sense if it is dynamic ).

These are just a few simple changes, that should make a lot of difference to users when learning how to use the GE.


Things I'd *really* like to do to this, when I get a chance to code Blender again ( hopefully in a few days time, after I have finished teaching on the GE course )...

Color / Colour tint the X,Y and Z entry boxes as slightly red, green and blue, to reflect the colour of the axis / transform gizmo
Just show X,Y and Z labels above all of the values.

Getting to grips with the whole XYZ thing is very confusing for users, esp when they are presented with 6 x 3 entry boxes.
Revision 7f3c279 by Mal Duffin (master)
July 29, 2008, 21:49 (GMT)
Copy Attributes now has option to copy all physical attributes.

There existed two options to copy only the mass, and only the damping, but no option to copy all of the physical attributes.

This patch adds in this option, right under the Mass and Damping listings.
Revision ca951b3 by Mal Duffin (master)
July 29, 2008, 20:28 (GMT)
Am teaching a GE course this week, and am finding some small issues that I'm hoping to patch.

This one deals with the very small default clipend value ( 100.0 ) when pressing P to run the GE from a non-camera view. ( ie if the user zooms out a bit from the default box area, the box will get clipped out of view, so it's a WFT from the user )

To see what this fixes, load up Blender default scene, go into perspective, and press P. Everything looks grand. Now, zoom out until the box is about 10 pixels high, and press P again. The box will disappear / be clipped out.

I've set the clip end to the maximum ( 5000 ) as defined in Camera.h.

This should be suitable for inclusion in 2.47 branch also.
Revision 9e0cecc by Mal Duffin (master)
October 23, 2007, 00:02 (GMT)
ConvertToMesh for text ( and possibly curves ) was generating the wrong normals - the fact that the generated model was being set to double sided helped hide this.

To test for this in Blender, just add text, TAB out of edit mode, then convert to mesh ( ALT+C ), and press P for the game engine. Alternatively select Textured Draw Mode. You'll notice that the text is only visible from the back. This patch reverses this, to be more correct.

Based on discussions on IRC, I'm now trying to fix another aspect of the extrude code - the fact that the faces at the front and back of the extruded curve face the same way ( ie one of them will be wrong ). I'll keep working on this, but if someone can help out, feel free!
Revision 51b56a4 by Mal Duffin (master)
September 29, 2007, 18:51 (GMT)
GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.

I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully.

It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ).

I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed.

It's great to have another GE coder on the team!

MiikaHweb - Blender Git Statistics v1.06
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021