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
Date | Number of Commits | |
---|---|---|
May, 2019 | 1 | |
April, 2019 | 0 | |
March, 2019 | 0 | |
February, 2019 | 0 | |
January, 2019 | 0 | |
December, 2018 | 1 | |
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 | 0 | |
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 | 0 | |
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 | 0 | |
October, 2013 | 0 | |
September, 2013 | 0 | |
August, 2013 | 0 | |
July, 2013 | 0 | |
June, 2013 | 0 | |
May, 2013 | 0 | |
April, 2013 | 0 | |
March, 2013 | 0 | |
February, 2013 | 0 | |
January, 2013 | 0 | |
December, 2012 | 0 | |
November, 2012 | 0 | |
October, 2012 | 0 | |
September, 2012 | 0 | |
August, 2012 | 0 | |
July, 2012 | 0 | |
June, 2012 | 0 | |
May, 2012 | 0 | |
April, 2012 | 0 | |
March, 2012 | 0 | |
February, 2012 | 0 | |
January, 2012 | 0 | |
December, 2011 | 0 | |
November, 2011 | 0 | |
October, 2011 | 0 | |
September, 2011 | 0 | |
August, 2011 | 0 | |
July, 2011 | 0 | |
June, 2011 | 0 | |
May, 2011 | 0 | |
April, 2011 | 0 | |
March, 2011 | 0 | |
February, 2011 | 0 | |
January, 2011 | 0 | |
December, 2010 | 0 | |
November, 2010 | 0 | |
October, 2010 | 0 | |
September, 2010 | 0 | |
August, 2010 | 0 | |
July, 2010 | 0 | |
June, 2010 | 0 | |
May, 2010 | 0 | |
April, 2010 | 0 | |
March, 2010 | 0 | |
February, 2010 | 0 | |
January, 2010 | 0 | |
December, 2009 | 0 | |
November, 2009 | 0 | |
October, 2009 | 0 | |
September, 2009 | 0 | |
August, 2009 | 0 | |
July, 2009 | 0 | |
June, 2009 | 0 | |
May, 2009 | 0 | |
April, 2009 | 0 | |
March, 2009 | 0 | |
February, 2009 | 0 | |
January, 2009 | 0 | |
December, 2008 | 0 | |
November, 2008 | 0 | |
October, 2008 | 0 | |
September, 2008 | 0 | |
August, 2008 | 3 | |
July, 2008 | 3 | |
June, 2008 | 0 | |
May, 2008 | 0 | |
April, 2008 | 0 | |
March, 2008 | 0 | |
February, 2008 | 0 | |
January, 2008 | 0 | |
December, 2007 | 0 | |
November, 2007 | 0 | |
October, 2007 | 1 | |
September, 2007 | 1 | |
August, 2007 | 0 | |
July, 2007 | 0 | |
June, 2007 | 0 | |
May, 2007 | 1 |
Favourite Files
Filename | Total Edits |
---|---|
header_info.c | 3 |
mesh.c | 1 |
KX_BlenderRenderTools.h | 1 |
writefile.c | 1 |
GPC_RenderTools.cpp | 1 |
interface_widgets.c | 1 |
GPC_RenderTools.h | 1 |
KX_KetsjiEngine.cpp | 1 |
RAS_IRenderTools.h | 1 |
RAS_OpenGLRasterizer.cpp | 1 |
File Changes
Action | Total | Per Commit |
---|---|---|
Modified | 23 | 2.1 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 257 | 23.4 |
Lines Removed | 59 | 5.4 |
Latest commits
May 27, 2019, 11:31 (GMT) |
Fix poor display of time codes in sequencer Info panel Allow using : in labels inside buttons. Differential Revision: https://developer.blender.org/D4944 |
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: https://developer.blender.org/D4031 |
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 ). |
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 :) ) |
August 1, 2008, 21:12 (GMT) |
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 ...or... 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. |
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. |
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. |
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! |
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! |
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