active 2025-12-11 → 2025-12-12 (UTC)
Activity over time
Daily event counts in the loaded window
Line chart, 2 days from 2025-12-11 to 2025-12-12. Pushes: 5 total, peak 4 in a day. Pull requests: 0 total, peak 0 in a day. Issues: 9 total, peak 9 in a day. Comments: 0 total, peak 0 in a day. Stars: 0 total, peak 0 in a day.
- Pushes
- Pull requests
- Issues
- Comments
- Stars
Stars, PRs, issues and forks are under-captured in the later part of this window. GH Archive progressively stopped capturing non-push events during 2026 — −95% or worse by the end of the window. Every series here except Pushes fades for that reason, so a decline above reflects the archive, not this repository. Pushes stay reliable throughout, so read them, and the contributor counts derived from them, as the real signal. Data health has the measurements.
Top contributors
Pushes, PRs, issues, reviews and comments — stars and forks excluded, so this is contribution rather than popularity
| Contributor | Contributions | Pushes | PRs | Comments |
|---|---|---|---|---|
| catherineazelbee | 14 | 5 | 0 | 0 |
Recent activity
Latest issues, pull requests and releases
- Issue#19catherineazelbee2025-12-11 02:34Record Demo Video and add to README
- Issue#12catherineazelbee2025-12-11 02:34Ensure USD plugins are enabled before CameraLink Added
- Issue#14catherineazelbee2025-12-11 02:34The created USD level sequence will not persist with other added animations when reloading stage and they must be added back manually on each reload
- Issue#15catherineazelbee2025-12-11 02:34Horizontal/Vertical Offset Even Usefu?
- Issue#13catherineazelbee2025-12-11 02:34To Render with your imported camera, you must Actions -> Import to native unreal level sequence
- Issue#16catherineazelbee2025-12-11 02:34Ensure imported camera is set as CameraCut track to render
- Issue#18catherineazelbee2025-12-11 02:34Fix Unreal Output Logs
- Issue#11catherineazelbee2025-12-11 02:34FPS needs to be set in Maya Timeline
- Issue#17catherineazelbee2025-12-11 02:34No Animation in Unreal. do fresh export from Maya
Totals cover only the window loaded into ClickHouse and count events, not GitHub's lifetime totals — 0 stars here means stars gained during the window, not the repo's star count.