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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

DateNumber of Commits
October, 20183
September, 20180
August, 20180
July, 20180
June, 20180
May, 20180
April, 20180
March, 20180
February, 20180
January, 20180
December, 20170
November, 20170
October, 20170
September, 20170
August, 20170
July, 20170
June, 20170
May, 20172
April, 20174
March, 20172
February, 20170
January, 20170
December, 20160
November, 20160
October, 20160
September, 20160
August, 20160
July, 20160
June, 201620
May, 201630
April, 20161
March, 20160
February, 20166
January, 201612
December, 20154
November, 201511
October, 201510
September, 20151
August, 20152
July, 20151
June, 20153
May, 20152
April, 201520
March, 20156
February, 20151
January, 20150
December, 20141
November, 20140
October, 20142
September, 20140
August, 20145
July, 20140
June, 20140
May, 20142
April, 20140
March, 20140
February, 20140
January, 20141
December, 20131
November, 20130
October, 20130
September, 20130
August, 20130
July, 20130
June, 20130
May, 20130
April, 20130
March, 20130
February, 20130
January, 20130
December, 20122
November, 20120
October, 20121
September, 20121
August, 20120
July, 20120
June, 20125
May, 20125
April, 20122
March, 20120
February, 20125
January, 20120
December, 20110
November, 20110
October, 20110
September, 201110
August, 20110
July, 20110
June, 20112
May, 20111
April, 20110
March, 20110
February, 20110
January, 20111
December, 20100
November, 20100
October, 20100
September, 20103
August, 20109
July, 20103
June, 20100
May, 20101
April, 20100
March, 201011
February, 201011
January, 201012
December, 200915
November, 200912
October, 20095
September, 200913
August, 200910
July, 20091
June, 200923
May, 200956
April, 200954
March, 200912
February, 20099
January, 20099
December, 200811
November, 200831
October, 200814
September, 200846
August, 200832
July, 200826
June, 200817
May, 200817
April, 200823
March, 200821
February, 20081

Commit Distribution

PathNumber of Commits
master560
decklink83
temp-xinput-tablet8
temp-decklink6
ge_2df_textures4
smooth-curves3
interactive_physics3
soc-2014-bge2
soc-2012-swiss_cheese1
blender-v2.72-release1
soc-2010-nicks1
ge_eigen21

Favourite Files

FilenameTotal Edits
KX_Scene.cpp78
KX_GameObject.cpp66
KX_PythonInit.cpp65
ImageRender.cpp59
BL_BlenderDataConversion.cpp58
KX_KetsjiEngine.cpp57
VideoDeckLink.cpp53
VideoFFmpeg.cpp51
KX_Scene.h48
RAS_OpenGLRasterizer.cpp47

File Changes

ActionTotalPer Commit
Added1 1631.7
Modified5 7368.2
Deleted4 3446.2

Code Changes

ActionTotalPer Commit
Lines Added42 33470.4
Lines Removed13 15221.9

Latest commits Feed

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.
Revision 89b1805 by Benoit Bolsee (master)
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

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