Blender Git Statistics -> Developers -> moguri

Mitchell Stokes (moguri)

Total Commits : 556
Master Commits : 509
Branch Commits : 47
First Commit : February 18, 2010
Latest Commit : July 28, 2016

Commits by Month

DateNumber of Commits
July, 20161
June, 20160
May, 20160
April, 20160
March, 20162
February, 20160
January, 20160
December, 20153
November, 20150
October, 20153
September, 20150
August, 20150
July, 20150
June, 20151
May, 20151
April, 20150
March, 20150
February, 20150
January, 20154
December, 20142
November, 20140
October, 20140
September, 20141
August, 20140
July, 201414
June, 20142
May, 201427
April, 201417
March, 20148
February, 20145
January, 20141
December, 20130
November, 201320
October, 20131
September, 20135
August, 201322
July, 201326
June, 201310
May, 201310
April, 20139
March, 20135
February, 201319
January, 201310
December, 201219
November, 201234
October, 20128
September, 20122
August, 201213
July, 201245
June, 201220
May, 20128
April, 20124
March, 20123
February, 20121
January, 20123
December, 20111
November, 20112
October, 20111
September, 20119
August, 201126
July, 201125
June, 201133
May, 201111
April, 20117
March, 20117
February, 20113
January, 20116
December, 20103
November, 20106
October, 20106
September, 20100
August, 201010
July, 20105
June, 20104
May, 20101
April, 20100
March, 20100
February, 20101

Commit Distribution

PathNumber of Commits

Favourite Files

FilenameTotal Edits

File Changes

ActionTotalPer Commit
Modified1 6082.9
Deleted3 9197.0

Code Changes

ActionTotalPer Commit
Lines Added16 21630.2
Lines Removed11 30321.0

Latest commits Feed

Revision 3a4c307 by Mitchell Stokes (master)
July 28, 2016, 02:00 (GMT)
Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll methods

This mostly affects physics panels. Any engines relying on
RenderEngine.use_game_engine flag to show/hide panels will need to be
updated. The COMPAT_ENGINES technique is how we usually deal with this.
One issue with use_game_engine is that I cannot find a way to set it; it
appears only the BGE can set it. This means (without this commit)
external RenderEngines cannot get rid of the default physics panels.

The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky
and we should look into removing its usage where possible.
Revision 11e4558 by Mitchell Stokes (master)
March 11, 2016, 03:41 (GMT)
BGE: Fix animations when using VBOs
Revision 4af287f by Mitchell Stokes (master)
March 11, 2016, 03:41 (GMT)
BGE: Fix memory leak in VBO code
Revision 964107f by Mitchell Stokes (master)
December 8, 2015, 03:25 (GMT)
BGE code cleanup: Removing RAS_GLExtensionManager.

This class did nothing but print out extensions if they were found.
Instead, the code from bge.logic.PrintGLInfo() is now printed as the
Rasterizer is initialized. This gives better information, and it removes
some GL code from KX_PythonInit.cpp (the PrintGLInfo method now calls
the Rasterizer to print the information).

Differential Revision:
Revision fe2f3a1 by Mitchell Stokes (master)
December 8, 2015, 03:05 (GMT)
OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data)

The only use we had for RAS_StorageIM was to render derived meshes using
Blender's mesh drawing. This is now handled as a special case in
RAS_OpenGLRasterizer instead of in RAS_StorageIM.

We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment
vertex arrays are still the default since our vertex array with display
lists implementation is still much faster than our VBO code in a lot of
cases. As we improve our VBO code, we can drop vertex arrays since
Blender's minimum OpenGL version is being bumped up to 2.1, which
supports VBOs.
Revision 9d03307 by Mitchell Stokes (master)
December 8, 2015, 03:05 (GMT)
BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti()

The work that was being done in IndexPrimitiveMulti() is now done by
IndexPrimitive() and we always assume multitexture support.
October 9, 2015, 11:23 (GMT)
Fix T45886: cont.deactivate(ActionActuatorInPropertyMode) does not work

Make sure the Action Actuator actually deactivates when given a negative
event while using the property play mode.
Revision 0d36233 by Mitchell Stokes (master)
October 7, 2015, 05:22 (GMT)
Fix for T41536: 2.71 getActionFrame no longer returns frames accurately

We now keep actions around when they are finished playing so scripts can
still get access to information such as the current frame. Playing a new
action in the same layer still overwrites the previous action as before this
commit. Using an explicit KX_GameObject.stopAction() will free the memory. The
action is also freed when the KX_GameObject is freed as before.
Revision 077b4ab by Mitchell Stokes (master)
October 7, 2015, 04:18 (GMT)
Fix T45886: cont.deactivate(ActionActuatorInPropertyMode) does not work

Make sure the Action Actuator actually deactivates when given a negative
event while using the property play mode.
Revision 5aade17 by Mitchell Stokes (master)
June 6, 2015, 20:12 (GMT)
Revert "BGE : KX_VertexProxy support for more than 2 UV channel."

This reverts commit fb0dd596e9a58f095730359a11759c40ea46be44.

This commit reintroduced a deprecated API that we'd rather not see in a
release. A better solution is being worked on.

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