David Rowe
c20cd40275
Merge branch 'master' into 20601
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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
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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)
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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
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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
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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.
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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.
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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
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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.
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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.
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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
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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
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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
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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
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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
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This is annoying in HMD
2015-06-18 15:23:51 +02:00
Atlante45
e1b5a3c204
Fix display name transform
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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
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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