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MiikaHweb - Blender Git Statistics v1.06
Blender Git Statistics -> Developers -> lukasstockner97
Lukas Stockner (lukasstockner97)
Total Commits : 796
Master Commits : 267
Branch Commits : 529
First Commit : January 14, 2015
Latest Commit : December 11, 2021
Commits by Month
Date | Number of Commits | |
---|---|---|
December, 2021 | 2 | |
November, 2021 | 0 | |
October, 2021 | 0 | |
September, 2021 | 0 | |
August, 2021 | 16 | |
July, 2021 | 0 | |
June, 2021 | 0 | |
May, 2021 | 0 | |
April, 2021 | 0 | |
March, 2021 | 0 | |
February, 2021 | 1 | |
January, 2021 | 3 | |
December, 2020 | 1 | |
November, 2020 | 0 | |
October, 2020 | 5 | |
September, 2020 | 0 | |
August, 2020 | 3 | |
July, 2020 | 9 | |
June, 2020 | 4 | |
May, 2020 | 1 | |
April, 2020 | 0 | |
March, 2020 | 0 | |
February, 2020 | 9 | |
January, 2020 | 4 | |
December, 2019 | 23 | |
November, 2019 | 7 | |
October, 2019 | 0 | |
September, 2019 | 3 | |
August, 2019 | 0 | |
July, 2019 | 9 | |
June, 2019 | 0 | |
May, 2019 | 4 | |
April, 2019 | 0 | |
March, 2019 | 0 | |
February, 2019 | 8 | |
January, 2019 | 7 | |
December, 2018 | 1 | |
November, 2018 | 4 | |
October, 2018 | 13 | |
September, 2018 | 1 | |
August, 2018 | 3 | |
July, 2018 | 23 | |
June, 2018 | 75 | |
May, 2018 | 10 | |
April, 2018 | 2 | |
March, 2018 | 1 | |
February, 2018 | 0 | |
January, 2018 | 2 | |
December, 2017 | 2 | |
November, 2017 | 7 | |
October, 2017 | 0 | |
September, 2017 | 1 | |
August, 2017 | 5 | |
July, 2017 | 2 | |
June, 2017 | 12 | |
May, 2017 | 36 | |
April, 2017 | 26 | |
March, 2017 | 53 | |
February, 2017 | 50 | |
January, 2017 | 36 | |
December, 2016 | 19 | |
November, 2016 | 53 | |
October, 2016 | 19 | |
September, 2016 | 21 | |
August, 2016 | 60 | |
July, 2016 | 50 | |
June, 2016 | 35 | |
May, 2016 | 12 | |
April, 2016 | 9 | |
March, 2016 | 6 | |
February, 2016 | 3 | |
January, 2016 | 6 | |
December, 2015 | 3 | |
November, 2015 | 2 | |
October, 2015 | 8 | |
September, 2015 | 0 | |
August, 2015 | 0 | |
July, 2015 | 2 | |
June, 2015 | 0 | |
May, 2015 | 0 | |
April, 2015 | 2 | |
March, 2015 | 0 | |
February, 2015 | 0 | |
January, 2015 | 2 |
Commit Distribution
Favourite Files
Filename | Total Edits |
---|---|
device_cpu.cpp | 127 |
blender_session.cpp | 109 |
device_cuda.cpp | 101 |
kernel_types.h | 101 |
session.cpp | 83 |
image_ops.c | 69 |
buffers.cpp | 68 |
blender_sync.cpp | 67 |
nodes.cpp | 66 |
session.h | 63 |
File Changes
Action | Total | Per Commit |
---|---|---|
Added | 421 | 0.5 |
Modified | 7 773 | 9.8 |
Deleted | 328 | 0.4 |
Code Changes
Action | Total | Per Commit |
---|---|---|
Lines Added | 42 224 | 66.3 |
Lines Removed | 25 459 | 40.0 |
Latest commits
December 11, 2021, 00:02 (GMT) |
Sky: Use Gauss-Laguerre quadrature for optical depth calculation This allows to use fewer evaluations (30 msec down to 23 for me) while giving more accurate results (3x-10x less relative absolute error) compared to classic ray marching. Not a massive difference, but meh, it's better. For Cycles the speedup doesn't really matter much, but I also have a patch for Eevee support. I've also tried Gauss-Legendre and Gauss-Lobatto - the latter was always worse, while the former was slightly better at 2deg elevation but notably worse on 15deg. Unfortunately the same approach can't be used for the integration along the primary ray, since there we also need the accumulated transmission so far at every integration point, not just the total result. Differential Revision: https://developer.blender.org/D13521 |
December 8, 2021, 22:35 (GMT) |
Fix T93858: Zstd-compressed .blend files from external tools aren't recognized The issue here was that after the seek table check, the underlying file wasn't rewound to the start, so the code that checks for the BLENDER header immediately reaches EOF and fails. Since Blender always writes files with a seek table, this bug isn't triggered by files saved in Blender itself. However, files compressed in external tools generally don't have a seek table. |
August 21, 2021, 21:31 (GMT) |
Fix Windows builds after Zstandard commits |
August 21, 2021, 19:39 (GMT) |
Add support for Zstandard compression for .blend files Compressing blendfiles can help save a lot of disk space, but the slowdown while loading and saving is a major annoyance. Currently Blender uses Zlib (aka gzip aka Deflate) for compression, but there are now several more modern algorithms that outperform it in every way. In this patch, I decided for Zstandard aka Zstd for several reasons: - It is widely supported, both in other programs and libraries as well as in general-purpose compression utilities on Unix - It is extremely flexible - spanning several orders of magnitude of compression speeds depending on the level setting. - It is pretty much on the Pareto frontier for all of its configurations (meaning that no other algorithm is both faster and more efficient). One downside of course is that older versions of Blender will not be able to read these files, but one can always just re-save them without compression or decompress the file manually with an external tool. The implementation here saves additional metadata into the compressed file in order to allow for efficient seeking when loading. This is standard-compliant and will be ignored by other tools that support Zstd. If the metadata is not present (e.g. because you manually compressed a .blend file with another tool), Blender will fall back to sequential reading. Saving is multithreaded to improve performance. Loading is currently not multithreaded since it's not easy to predict the access patterns of the loading code when seeking is supported. In the future, we might want to look into making this more predictable or disabling seeking for the main .blend file, which would then allow for multiple background threads that decompress data ahead of time. The compression level was chosen to get sizes comparable to previous versions at much higher speeds. In the future, this could be exposed as an option. Reviewed By: campbellbarton, brecht, mont29 Differential Revision: https://developer.blender.org/D5799 |
August 21, 2021, 19:39 (GMT) |
Use Zstandard compression for the sequencer cache Reviewed By: campbellbarton, brecht, mont29 Differential Revision: https://developer.blender.org/D5799 |
August 21, 2021, 19:38 (GMT) |
Refactor low-level blendfile reading into separate files Instead of handling mmap, compression etc. all directly in readfile.c, refactor the code to use a generic FileReader. This makes it easier to add new compression methods or similar, and allows to reuse the logic in other places (e.g. thumbnail reading). Reviewed By: campbellbarton, brecht, mont29 Differential Revision: https://developer.blender.org/D5799 |
Revision 03f726a by Lukas Stockner (experimental-build) August 21, 2021, 16:15 (GMT) |
D5799 macOS platform fix attempt 2 |
Revision 2112710 by Lukas Stockner (experimental-build) August 21, 2021, 16:09 (GMT) |
D5799 macOS platform fix |
Revision 260bcc4 by Lukas Stockner (experimental-build) August 21, 2021, 15:43 (GMT) |
D5799 Part 1: FileReader refactor |
Revision 2de71cf by Lukas Stockner (experimental-build) August 21, 2021, 15:43 (GMT) |
D5799 Part 2: ZStd support |
MiikaHweb - Blender Git Statistics v1.06