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Blender Git Statistics -> Developers -> fclem

Clément Foucault (fclem)

Total Commits : 2 772
Master Commits : 2 391
Branch Commits : 381
First Commit : January 3, 2017
Latest Commit : October 18, 2019

Commits by Month

DateNumber of Commits
October, 201940
September, 201961
August, 201984
July, 201971
June, 201944
May, 2019177
April, 201944
March, 2019105
February, 201945
January, 201947
December, 2018113
November, 2018110
October, 201879
September, 201866
August, 201877
July, 201894
June, 2018135
May, 2018138
April, 201897
March, 2018141
February, 2018104
January, 201877
December, 201710
November, 201738
October, 201745
September, 201766
August, 201737
July, 2017116
June, 2017116
May, 2017102
April, 201742
March, 201768
February, 2017133
January, 201750

Commit Distribution

PathNumber of Commits
master2391
hair_object1786
temp-outliner-visibility1753
collada2.81667
blender2.8_snap_gizmo1590
temp-ui-layout-2.81532
interactive_physics1512
temp-select-axis1432
hair_guides_grooming1391
hair_guides1391
temp-eeveelightcache1381
soc-2018-cycles-volumes1380
temp-benchmark1370
benchmark1370
soc-2018-bevel1364
temp-udim-images1358
tmp_hair_curves1313
temp-greasepencil-vfx1310
temp-tab_drag_drop1307
temp-sybren-cow-ocean1305
temp-greasepencil-object-stacksplit1291
temp-dynamic-overrides1290
TEMP-UI-DECOR1277
temp-flexible-spacing1260
ui_layout_gridflow1252
temp-keymap-changes1242
tmp-b28-motionpath-drawing1217
tmp-CollectionsAnim1214
temp-keymap-save1190
tmp-COW_InsertKeyframe_Fix1169
topbar1168
temp-unified-collections1167
experimental_gp_weight1163
temp-sybren-particles1158
temp-sybren-modifier-nonmesh1146
temp-modifier-rm-cddm1146
tmp-TimelineHeaderButtonsStretching1146
temp-sybren-meshdeform1144
blender2.8-snapping_with_occlusion1136
tmp-static-override-insertion1115
blender2.8-workbench1111
temp-object-multi-mode1020
temp-drawcontext854
temp-render-depsgraph831
temp-scene-obedit-remove800
temp-workspace-object-mode-removal800
temp-workspace-addons766
temp-workspace_mode689
temp-workspace_active_object679
id_override_static679
temp-group-collections655
custom-manipulators617
temp-workspace-changes564
strand_editmode527
temp-ssr478
tmp-debug-filebrowser448
temp-lightprobe-rename337
workspaces297
temp-cycles-draw-manager201
transform-manipulators162
imm_port_wm_playanim162
temp-depsgraph-layers152
temp-workspace-multi-window111
render-layers74
clay-engine70
temp-layers-ui-table70
tmp-drw-callbatching57
tmp-batch-cache-cleanup30
tmp-eevee-shadowmap-refactor24
temp-blender2.8-stable15
temp-lanpr-cleanup13
temp-lanpr-staging8
greasepencil-object5
greasepencil-experimental5
soc-2019-npr5
temp-gpencil-drw-engine3
blender-v2.80-release2

Favourite Files

FilenameTotal Edits
draw_manager.c354
eevee_private.h244
DRW_render.h199
eevee_materials.c195
object_mode.c175
draw_cache_impl_mesh.c164
eevee_lightprobes.c163
eevee_engine.c160
draw_manager_exec.c143
gpu_shader_material.glsl143

File Changes

ActionTotalPer Commit
Added3990.1
Modified9 1293.3
Deleted1350.0

Code Changes

ActionTotalPer Commit
Lines Added133 05349.7
Lines Removed69 31825.9

Latest commits Feed

Revision 717007d by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 12:43 (GMT)
Fix T70543 Rigid Body Collision Shape Not Displayed In Viewport
Revision d9c0df7 by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 12:43 (GMT)
Fix T68380 Skin modifier root not displayed
Revision 31f49c8 by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 12:43 (GMT)
Fix T70249 EEVEE: Light bleeding on SSS translucency

This was caused by 2 things: Shadow map bias and aliasing.

It made the expected depth of the shadowmap further than the surface
itself in some cases. In normal time this leads to light leaking on normal
shadow mapping but here we need to always have the shadowmap depth above
the shading point.

To fix this, we use a 5 tap inflate filter using the minimum depth of all
5 samples. Using these 5 taps, we can deduce entrance surface derivatives
and there orientation towards the light ray. We use these derivatives to
bias the depth to avoid wrong depth at depth discontinuity in the shadowmap.

This bias can lead to some shadowleaks that are less distracting than the
lightleaks it fixes.

We also add a small bias to counteract the shadowmap depth precision.
Revision 7d32a77 by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 12:43 (GMT)
Fix assert and memleak in recent Skin Root Display patch

Caused by 4ddf3215a7df
Revision 45ecdb6 by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 11:35 (GMT)
Cleanup: Fix wrong assert introduced by rBd98ae27f02c7
Revision 75aced4 by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 11:35 (GMT)
Fix T70640 EEVEE: Alpha hashed material is darker when alpha is not 1.0

Predivide all radiance components as the alpha effect comes from the hashed
transparency (pixel rejection).
Revision b2dd275 by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 11:35 (GMT)
Fix T70659 Warning, Regression, slow vertex selection

This changes the fix for T70302 by reducing the number of things we discard.
Revision fa2c116 by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 11:35 (GMT)
Fix T70609 EEVEE: Shader using lots of nodegroups are slow to update
Revision f4d41ae by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 11:35 (GMT)
Fix T70614 EEVEE: Bump with texture connected to other branches don't work

Was caused by the bump node not being evaluated because the other branch
was evaluated before.

To fix this, we use fromnode instead of tonode.

Also we fix a potential issue with recursiveness because
ntree_shader_copy_branch() also use nodeChainIterBackwards() which would
reset the iter_flag in the middle of the parent iteration. Use iter_flag
as a bitflag for each iteration to fix this.
Revision b16a647 by Clément Foucault / YimingWu (temp-lanpr-cleanup)
October 18, 2019, 11:35 (GMT)
Fix T70644 EEVEE: Bump issue with geometry node normal coordinate

Was caused by non-normalized coordinates (normals). Note this is not 100%
correct as the dFdx functions can be the same for packs of 4 pixels and the
derivated value can only be correct for one pixels.

This is because smoothed normals are a non-linear function (because of the
normalization).

The correct fix would be to do the dFdx offset BEFORE any normalization.

MiikaHweb - Blender Git Statistics v1.06
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18 MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2019