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MiikaHweb - Blender Git Statistics v1.06
Blender Git Statistics -> Branches -> apricot
"Apricot" branch
Total commits : 231
Total committers : 5
First Commit : April 17, 2008
Latest Commit : September 4, 2008
Commits by Month
Date | Number of Commits | |
---|---|---|
September, 2008 | 5 | |
August, 2008 | 44 | |
July, 2008 | 48 | |
June, 2008 | 55 | |
May, 2008 | 52 | |
April, 2008 | 27 |
Committers
Author | Number of Commits |
---|---|
Campbell Barton | 127 |
Brecht Van Lommel | 89 |
Martin Poirier | 12 |
Nathan Letwory | 2 |
Daniel Genrich | 1 |
Popular Files
Filename | Total Edits |
---|---|
gpu_material.c | 36 |
BL_BlenderDataConversion.cpp | 31 |
KX_GameObject.cpp | 30 |
space.c | 26 |
gpu_codegen.c | 26 |
buttons_editing.c | 25 |
KX_Scene.cpp | 22 |
BL_BlenderShader.cpp | 21 |
buttons_logic.c | 21 |
KX_BlenderMaterial.cpp | 21 |
Latest commits
September 4, 2008, 15:45 (GMT) |
Apricot Branch ============== Various changes from trunk that were somehow missed with merges, and small code cleanups and fixes. |
September 4, 2008, 00:32 (GMT) |
September 4, 2008, 00:16 (GMT) |
Apricot Branch: * Fix for wrong bone parent transform with duplis (multiplayer). * Fix for crash on export when the bone in a bone parent relation does not exist anymore. |
September 2, 2008, 06:36 (GMT) |
September 1, 2008, 07:03 (GMT) |
August 29, 2008, 14:13 (GMT) |
Apricot Branch: bugfix, setting manual glsl shaders did not release displaylists, resulted in missing texture coordinates sometimes. |
August 29, 2008, 13:23 (GMT) |
Apricot Branch: better support for multiple scenes with glsl, now it keeps shaders and lamps per scene. |
August 29, 2008, 06:36 (GMT) |
August 29, 2008, 03:18 (GMT) |
August 28, 2008, 23:12 (GMT) |
svn merge -r 16287:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender still getting errors compiling blenderplayer |
August 28, 2008, 11:26 (GMT) |
Apricot Branch: didn't add these file in the last merge commit. |
August 28, 2008, 11:22 (GMT) |
August 27, 2008, 19:12 (GMT) |
Apricot Branch: bugfix for crash in shadow buffer rendering combined with the shadow option for texfaces. |
August 27, 2008, 14:18 (GMT) |
Apricot Branch: another fix for obcolor alpha - i can't seem to get this right :). |
August 27, 2008, 13:10 (GMT) |
Apricot Branch: bugfix, broke bone parenting with yesterday's commit. |
August 27, 2008, 11:56 (GMT) |
Apricot Branch: still didn't get the glsl obcolor mixing right, forgot why I did it the other way around before (because of alpha), should work correct now. Also, noticed I committed a bugfix before without knowing related to creating material buckets with > 65k faces. The fix was provided by Samuel Anjam, thanks! |
August 27, 2008, 07:12 (GMT) |
divide by zero for texture animation when start and end frames are the same |
August 27, 2008, 03:41 (GMT) |
August 26, 2008, 17:53 (GMT) |
Apricot Branch: apply glsl object color before mist, makes more sense. |
August 26, 2008, 17:38 (GMT) |
Apricot Branch: fix for a change I made to avoid doing where_is_pose too often, didn't work correct for multiple objects sharing the same armature. |
MiikaHweb - Blender Git Statistics v1.06