Commit graph

2059 commits

Author SHA1 Message Date
David Rowe
c20cd40275 Merge branch 'master' into 20601
Conflicts:
	interface/src/avatar/Head.cpp
2015-07-02 09:51:47 -07:00
David Rowe
925fd71262 Fix rendering of look-at vectors 2015-07-01 22:45:47 -07:00
David Rowe
0df9ebeda3 Fix rendering of look-at avatar sphere
postLighting is never true.
2015-07-01 22:45:13 -07:00
David Rowe
026f6d3690 Add mouth as third gaze target in addition to left and right eyes 2015-07-01 21:22:30 -07:00
David Rowe
fada70fe02 Remove redundant code 2015-07-01 18:32:33 -07:00
David Rowe
bc4c635106 Fix gazing at avatar (when no head tracking or HMD)
Randomly look at avatar's left and right eyes if the face is visible.
Otherwise just look at their head.
2015-07-01 18:31:16 -07:00
Brad Hefta-Gaub
af932fde29 Merge pull request #5247 from ericrius1/handRender
Fixed broken rendering of hydra visualization paraphernalia
2015-07-01 16:21:32 -07:00
ericrius1
a24df5c02f added postLighting check back for rendering avatar Hands 2015-07-01 15:28:48 -07:00
ericrius1
f49f368ec3 removed dead commented out code 2015-07-01 15:16:34 -07:00
ericrius1
8129d0eb1f hydra lasers are now rendering again 2015-07-01 15:12:37 -07:00
ericrius1
8b00864175 hydra hand spheres and lasers are rendering again 2015-07-01 15:04:19 -07:00
Philip Rosedale
8ed4000560 Merge pull request #5239 from SamGondelman/zooming
DO NOT MERGE - quadratic zooming response
2015-07-01 12:22:23 -07:00
Sam Gondelman
c9d205de3e quadratic zooming response 2015-06-30 14:04:43 -07:00
Stephen Birarda
c6df573933 fix some OS X warnings, add description to tooltip 2015-06-26 10:50:31 -07:00
David Rowe
d38a5a1771 Back out saccade speed limit 2015-06-25 07:38:06 -07:00
Anthony J. Thibault
c480c85f85 Fixes for switching between fullAvatar and head & body avatars while in first person.
Need to always add _skeletonModel to the main scene when switching to head/body avatar.
Need to always remove _firstPersonSkeletonModel from main scene when switching to head/body avatar.
2015-06-24 17:35:23 -07:00
Anthony J. Thibault
71639a7466 Fix for switching avatars while mirror is not enabled.
When the avatar is changed via set*URL, we need to set the associated model visibility appropriately.
This way when it gets added to the scene later in preRender, initWhenReady, it will render with the correct visibility settings.
2015-06-24 16:10:47 -07:00
Anthony J. Thibault
3853395298 Bug fixes for switching between head/body and full body avatars
The head model visibility is now updated in preRender()
Moved the near clip plane in a bit more
Invalidate head bone vector on LOD switching.
Removed _currentSkeletonModel pointer, instead use _prevShouldDrawHead to detect when we should flip the visibility bit.
2015-06-24 16:10:47 -07:00
Anthony J. Thibault
8f03ead74e Bug fix for two piece avatars.
The head was not rendering
2015-06-24 16:10:47 -07:00
Anthony J. Thibault
99a03bac21 Render a different model when in first person view.
Currently this model is identical to the third person model, except
that the head bones have been 'cauterized' by applying a zero scale transform.
This allows us to set the near clip back to a reasonable value.
2015-06-24 16:10:47 -07:00
Ryan Huffman
4df1bea4ec Merge pull request #5167 from SamGondelman/hmdControls
hmdControls.js for movement when wearing an HMD
2015-06-24 14:40:31 -07:00
Andrew Meadows
ce9dfc098b unhook motionstate before removing avatar 2015-06-22 15:40:26 -07:00
Andrew Meadows
b7c728a794 assert AvatarMotionState unhooked before delete 2015-06-22 15:40:02 -07:00
Philip Rosedale
293a88b3d4 Merge pull request #5158 from ctrlaltdavid/20545
DO NOT MERGE - QA for #20545 - Eye saccades are too jittery and too fast
2015-06-22 10:31:10 -07:00
Sam Gondelman
a0d4b7ec7c without script, doesn't limit you to constant degree turns 2015-06-19 16:11:43 -07:00
Brad Davis
9bef5f011b Reverting mirror functionality 2015-06-19 00:03:46 -07:00
Brad Davis
48b27acc79 Merge remote-tracking branch 'upstream/master' into overlay
Conflicts:
	interface/src/Application.cpp
	interface/src/ui/ApplicationOverlay.cpp
2015-06-18 18:17:59 -07:00
Philip Rosedale
2f080a8e29 Merge pull request #5147 from sethalves/more-actions
offset action
2015-06-18 17:35:50 -07:00
Seth Alves
021dc64789 merge from upstream 2015-06-18 15:03:09 -07:00
David Rowe
c88ba2c6d1 Increase the saccade interval 2015-06-18 10:41:51 -07:00
David Rowe
0c7c5f6301 Limit the speed of eye saccades 2015-06-18 10:21:36 -07:00
Seth Alves
b258aeaa3d merge from master 2015-06-18 10:04:14 -07:00
Atlante45
d0f27f1648 Change display names size 2015-06-18 15:23:53 +02:00
Atlante45
c38fa46eb1 Increase anti z-fighting value 2015-06-18 15:23:53 +02:00
Atlante45
045a6a6ad9 Use render args frustum 2015-06-18 15:23:52 +02:00
Atlante45
be261cd038 Increase anti z-fighting value 2015-06-18 15:23:52 +02:00
Atlante45
fb6de91cbe HACK Prevent head hight value explosion 2015-06-18 15:23:51 +02:00
Atlante45
3b41a8f209 Cancel display names roll
This is annoying in HMD
2015-06-18 15:23:51 +02:00
Atlante45
e1b5a3c204 Fix display name transform
They now have a fixed pixel size and ar pixel aligned
2015-06-18 15:23:51 +02:00
Atlante45
d7b9a1b032 Cleanup TextRenderer3D methods args 2015-06-18 15:23:49 +02:00
Atlante45
47634a48a6 Make renderDisplayName const 2015-06-18 15:22:49 +02:00
Brad Davis
ae1c9603b9 Merge remote-tracking branch 'upstream/master' into overlay 2015-06-17 15:13:04 -07:00
Andrew Meadows
61f62f96b0 Merge pull request #5129 from SamGondelman/master
Integrating gamepads/hydras to input mapping system, zooming
2015-06-17 11:39:38 -07:00
Seth Alves
85564199c6 git rid if pull-to-point action (spring handles this). add new action which tries to maintain an entity's distance from a given point 2015-06-17 11:22:10 -07:00
Seth Alves
508ae276c6 enable -Wdouble-promotion 2015-06-16 18:23:10 -07:00
Sam Gondelman
156adb1a98 one more coding standard fix 2015-06-16 11:34:59 -07:00
Brad Davis
ba13b7820c Working on overlay refactor 2015-06-16 09:58:03 -07:00
Brad Davis
00d8fe75ab Breaking up overlay into rendering and compositing classes 2015-06-13 17:36:08 -07:00
Atlante45
228f8c2e61 Fix a few items rendering without pipeline 2015-06-12 17:34:16 +02:00
Sam Gondelman
72cc070f0a enabled remappable zooming (with keyboard: shift + w, shift + s, and others), switches to first person if you zoom in a lot 2015-06-11 18:24:32 -07:00