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MiikaHweb - Blender Git Statistics v1.06
Blender Git Statistics -> Developers -> ben2610
Benoit Bolsee (ben2610)
Total Commits : 696
Master Commits : 560
Branch Commits : 136
First Commit : February 15, 2008
Latest Commit : October 19, 2018
Commits by Month
Date | Number of Commits | |
---|---|---|
October, 2018 | 3 | |
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 | 2 | |
April, 2017 | 4 | |
March, 2017 | 2 | |
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 | 20 | |
May, 2016 | 30 | |
April, 2016 | 1 | |
March, 2016 | 0 | |
February, 2016 | 6 | |
January, 2016 | 12 | |
December, 2015 | 4 | |
November, 2015 | 11 | |
October, 2015 | 10 | |
September, 2015 | 1 | |
August, 2015 | 2 | |
July, 2015 | 1 | |
June, 2015 | 3 | |
May, 2015 | 2 | |
April, 2015 | 20 | |
March, 2015 | 6 | |
February, 2015 | 1 | |
January, 2015 | 0 | |
December, 2014 | 1 | |
November, 2014 | 0 | |
October, 2014 | 2 | |
September, 2014 | 0 | |
August, 2014 | 5 | |
July, 2014 | 0 | |
June, 2014 | 0 | |
May, 2014 | 2 | |
April, 2014 | 0 | |
March, 2014 | 0 | |
February, 2014 | 0 | |
January, 2014 | 1 | |
December, 2013 | 1 | |
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 | 2 | |
November, 2012 | 0 | |
October, 2012 | 1 | |
September, 2012 | 1 | |
August, 2012 | 0 | |
July, 2012 | 0 | |
June, 2012 | 5 | |
May, 2012 | 5 | |
April, 2012 | 2 | |
March, 2012 | 0 | |
February, 2012 | 5 | |
January, 2012 | 0 | |
December, 2011 | 0 | |
November, 2011 | 0 | |
October, 2011 | 0 | |
September, 2011 | 10 | |
August, 2011 | 0 | |
July, 2011 | 0 | |
June, 2011 | 2 | |
May, 2011 | 1 | |
April, 2011 | 0 | |
March, 2011 | 0 | |
February, 2011 | 0 | |
January, 2011 | 1 | |
December, 2010 | 0 | |
November, 2010 | 0 | |
October, 2010 | 0 | |
September, 2010 | 3 | |
August, 2010 | 9 | |
July, 2010 | 3 | |
June, 2010 | 0 | |
May, 2010 | 1 | |
April, 2010 | 0 | |
March, 2010 | 11 | |
February, 2010 | 11 | |
January, 2010 | 12 | |
December, 2009 | 15 | |
November, 2009 | 12 | |
October, 2009 | 5 | |
September, 2009 | 13 | |
August, 2009 | 10 | |
July, 2009 | 1 | |
June, 2009 | 23 | |
May, 2009 | 56 | |
April, 2009 | 54 | |
March, 2009 | 12 | |
February, 2009 | 9 | |
January, 2009 | 9 | |
December, 2008 | 11 | |
November, 2008 | 31 | |
October, 2008 | 14 | |
September, 2008 | 46 | |
August, 2008 | 32 | |
July, 2008 | 26 | |
June, 2008 | 17 | |
May, 2008 | 17 | |
April, 2008 | 23 | |
March, 2008 | 21 | |
February, 2008 | 1 |
Commit Distribution
Favourite Files
Filename | Total Edits |
---|---|
KX_Scene.cpp | 78 |
KX_GameObject.cpp | 66 |
KX_PythonInit.cpp | 65 |
ImageRender.cpp | 59 |
BL_BlenderDataConversion.cpp | 58 |
KX_KetsjiEngine.cpp | 57 |
VideoDeckLink.cpp | 53 |
VideoFFmpeg.cpp | 51 |
KX_Scene.h | 48 |
RAS_OpenGLRasterizer.cpp | 47 |
File Changes
Action | Total | Per Commit |
---|---|---|
Added | 1 163 | 1.7 |
Modified | 5 736 | 8.2 |
Deleted | 4 344 | 6.2 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 42 334 | 70.4 |
Lines Removed | 13 152 | 21.9 |
Latest commits
Revision 14fdcbe by Benoit Bolsee (interactive_physics) October 19, 2018, 08:08 (GMT) |
Setting object position is propagated to the physics simulation even for dynmamic objects. The velocity is also reset to 0, which makes sense after forcing a dynamic object position. Known issues: - in interactive mode, changing an object position by rna causes a simulation step - setting any part of the object position or orientation causes the full matrix to be applied to physics => missing true rigid body API |
Revision ad21793 by Benoit Bolsee (interactive_physics) October 11, 2018, 12:06 (GMT) |
Interactive mode: new scene.flag SCE_INTERACTIVE to update the depsgraph without frame change but running physics. Interactive button added on time line. |
Revision b389f1e by Benoit Bolsee (interactive_physics) October 10, 2018, 16:13 (GMT) |
Fix bug with transformed object interfering with rigid body simulation. Note: bug was caused by use of legacy ob->flag & SELECT. New OB_PHYS_MOVING flag to mark that an active object is being transformed. Make active object position update independent of cache write in preparation of interactive physics. |
Revision 4ef064d by Benoit Bolsee (ge_2df_textures) May 4, 2017, 11:07 (GMT) |
BGE: bge.render.offScreenCreate() takes one more parameter, reflect this in the argument format string. |
May 2, 2017, 18:11 (GMT) |
BGE: Fix silly typo that invalidates negative scaling camera feature. Negative scale on camera is a nice trick to invert render image on one axis at no extra CPU cost. It was implemented in the Decklink branch but I introduced a typo when porting it to master. It is now fixed. |
Revision 13bf3e9 by Benoit Bolsee / Alexander Gavrilov (smooth-curves) April 29, 2017, 08:25 (GMT) |
Fix BKE_nurb_handle_calc_smooth: no clamp 'HD_AUTO' handles. |
Revision 7936064 by Benoit Bolsee / Alexander Gavrilov (smooth-curves) April 29, 2017, 08:25 (GMT) |
Implement smarth algorithm to compute automatically the bezier handle that produce no acceleration discontinuities in a series of auto handle points. The result trajectory is physically as 'smooth' as possible given a set of fixed point and a start and end location and velocity. See BKE_nurb_handle_calc_smooth() |
Revision 558fa8b by Benoit Bolsee / Alexander Gavrilov (smooth-curves) April 29, 2017, 08:25 (GMT) |
Fix clamping of auto handle in some rare case. |
Revision 9bf3c96 by Benoit Bolsee (ge_2df_textures) April 3, 2017, 06:46 (GMT) |
BGE: Fix 1-pixel bug with viewport and aspect ratio. The canvas viewport is initially set as (0,0,width,height) but treated at OGL level as (left,bottom,right,top), which differs by 1 pixel. This was causing a wrong aspect ratio in the render. |
Revision 9847537 by Benoit Bolsee (ge_2df_textures) March 31, 2017, 22:57 (GMT) |
BGE: new bge.logic.Render() to perform render w/o logic step. This function works only if python has control: 1. add scene custom property, call it __main__ 2. give it string value as the name of a text block 3. code game loop in python in text block. Example: import bge bge.logic.setUseExternalClock(True) t = 0.0; scene = bge.logic.getCurrentScene() cam = scene.cameras["Camera"] cam.setViewport(120,120,370,370) while not bge.logic.NextFrame(): cam.useViewport = True # second render with viewport enable, clock time unchanged bge.logic.Render() # advance animation for next frame t += 0.02 bge.logic.setClockTime(t) cam.useViewport = False |
MiikaHweb - Blender Git Statistics v1.06