Blender Git Statistics -> Developers -> weasel
Henrik Dick (weasel)
Total Commits : 30
Master Commits : 27
Branch Commits : 3
First Commit : November 3, 2019
Latest Commit : March 30, 2021
Commits by Month
Date | Number of Commits | |
---|---|---|
March, 2021 | 1 | |
February, 2021 | 0 | |
January, 2021 | 0 | |
December, 2020 | 5 | |
November, 2020 | 0 | |
October, 2020 | 5 | |
September, 2020 | 3 | |
August, 2020 | 0 | |
July, 2020 | 0 | |
June, 2020 | 0 | |
May, 2020 | 0 | |
April, 2020 | 6 | |
March, 2020 | 5 | |
February, 2020 | 0 | |
January, 2020 | 3 | |
December, 2019 | 0 | |
November, 2019 | 2 |
Commit Distribution
Path | Number of Commits |
---|---|
master | 27 |
temp-blender-2.81-release-with-wrong-merge | 1 |
Favourite Files
Filename | Total Edits |
---|---|
MOD_solidify_nonmanifold.c | 17 |
rna_modifier.c | 8 |
DNA_modifier_types.h | 7 |
MOD_solidify_extrude.c | 6 |
properties_data_modifier.py | 5 |
MOD_weld.c | 4 |
MOD_solidify.c | 4 |
rna_object_api.c | 3 |
rna_constraint.c | 3 |
BKE_constraint.h | 3 |
File Changes
Action | Total | Per Commit |
---|---|---|
Added | 6 | 0.2 |
Modified | 85 | 2.8 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 2 408 | 86.0 |
Lines Removed | 922 | 32.9 |
Latest commits 
March 30, 2021, 08:13 (GMT) |
Fix simple solidify wrong custom data on large ngons Fixes an unreported issue that vertex data on large ngons (>255) is messed up due to type conversion to char and back to int. Ref D10734 |
December 9, 2020, 01:29 (GMT) |
Modifier: Add "Connected" mode to the weld modifier Implement improvement from T73139 for merging along edges. It is now called "Connected" mode, while the default is called "All". With the recent performance improvement, the Connected Mode is in some cases only double the speed than the usual merge all strategy but in other cases it may be even faster. The bottleneck is somewhere further down the line of merging geometry. The motivation for this patch came from T80897, because the merging in complex solidify is making it very slow. Now merging can be removed from solidify without greater consequences, as this is just a quicker and more advanced algorithm to do the same thing that solidify currently does slowly. Reviewed by: mano-wii, campbellbarton Ref D8966 |
December 3, 2020, 10:20 (GMT) |
Add Custom Object Space to Constraints Add Custom Space to the list of space conversions for constraints. Constraints can use World Space, Local Space, Pose Space, Local with Parent, and now also Custom Space with a custom object to define the evaluation space. The Custom Space option uses the Local Space of an other object/bone/vertex group. If selected on owner or target it will show a box for object selection. If an armature is selected, then it will also show a box for bone selection. If a mesh object is selected it will show the option for using the local space of a vertex group. Reviewed By: #animation_rigging, sybren, Severin, angavrilov Differential Revision: https://developer.blender.org/D7437 |
Revision 31fda03 by Henrik Dick / Alexander Gavrilov December 2, 2020, 17:24 (GMT) |
Add Custom Space to Constraints Constraints can currently only use World Space, Local Space, Pose Space, Local with Parent. This patch adds Custom Space with a custom object to define the evaluation space. The Custom Space option uses the Local Space of an other object/bone/vertex group. If selected on owner or target it will show a box for object selection. If an armature is selected, then it will also show a box for bone selection. If a mesh object is selected it will show the option for using the local space of a vertex group. It looks like this in the UI: {F8731291} The motivation for this patch is the following situation. If you have a copy location constraint in your armature you are already limited when you want to use a specific axis. It can be done, but its unneccessarily difficult (as far as I know). But the situation is close to impossible as soon as you have a root bone in your armature (which I was told you always want). I need to only copy the location along a custom axis for a lot of things. The same goes for copy rotation/scale and all the limit constraints because I need to make that axis relative to the root bone transform. Here is a demo video: {F8498960} This is the file of that video: {F8647541} This is the file for the tests included in this patch: {F8699677} File intended for acceptance test: {F8879818} Reviewed By: #animation_rigging, sybren, Severin, angavrilov Differential Revision: https://developer.blender.org/D7437 |
December 2, 2020, 12:22 (GMT) |
Transform: Correct Mirror for Object Mode along arbitrary axis This fixes T68521, T82334. The object are not properly mirrored in object mode. For mirroring an object that has an arbitrary rotation along the X axis this is the procedure: 1. mirror x location. 2. negate x scale of the 3. negate y and z component of the rotation (independent of which rotation mode is used). This knowledge applies now for all angles and axes to finally make the mirror operation work in object mode. The new mirror function has the downside that it can not (in this form) be used with proportional editing. This is no problem since the old behavior can still be replicated by scaling with -1 along any axis. The solution to get perfect mirrors can not work for scaling in general, because in that case there could be scew created. Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D9625 |
Revision f1190ff by Henrik Dick / Alexander Gavrilov December 1, 2020, 18:31 (GMT) |
Add Custom Space to Constraints Constraints can currently only use World Space, Local Space, Pose Space, Local with Parent. This patch adds Custom Space with a custom object to define the evaluation space. The Custom Space option uses the Local Space of an other object/bone/vertex group. If selected on owner or target it will show a box for object selection. If an armature is selected, then it will also show a box for bone selection. If a mesh object is selected it will show the option for using the local space of a vertex group. It looks like this in the UI: {F8731291} The motivation for this patch is the following situation. If you have a copy location constraint in your armature you are already limited when you want to use a specific axis. It can be done, but its unneccessarily difficult (as far as I know). But the situation is close to impossible as soon as you have a root bone in your armature (which I was told you always want). I need to only copy the location along a custom axis for a lot of things. The same goes for copy rotation/scale and all the limit constraints because I need to make that axis relative to the root bone transform. Here is a demo video: {F8498960} This is the file of that video: {F8647541} This is the file for the tests included in this patch: {F8699677} File intended for acceptance test: {F8879818} Reviewed By: #animation_rigging, sybren, Severin, angavrilov Differential Revision: https://developer.blender.org/D7437 |
October 5, 2020, 12:57 (GMT) |
October 5, 2020, 12:56 (GMT) |
October 5, 2020, 12:56 (GMT) |
October 5, 2020, 12:56 (GMT) |
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