Anthony J. Thibault
0a943fbe7b
Crash/Deadlock fix: Web3DOverlay could be destroyed on wrong thread.
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When script calls Entities.getChildrenIDs*() it is possible to deadlock the main thread, and also invoke
the destructor of Entities and Overlays, which is very NOT thread safe.
The fix is to use a pattern already in use in several places in our codebase.
Use the custom deleter parameter of std::shared_ptr to call deleteLater() instead of destroying the object in place.
This allows any thread to use shared_ptrs of SpatiallyNestables without fear.
2017-10-11 17:32:34 -07:00
SamGondelman
ee02fa9a91
model asks for renderUpdate if animating
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(cherry picked from commit 873ae9b9d6
)
2017-10-09 13:55:48 -07:00
SamGondelman
a6b7578c3c
start fixing asynch issue, fixes model loading!
2017-10-05 12:30:00 -07:00
SamGondelman
3a6e84e681
trying to fix model issue
2017-10-04 17:26:12 -07:00
SamGondelman
215193ad90
try to improve performance
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(cherry picked from commit a5f5f9fc5d
)
2017-10-04 13:50:35 -07:00
Andrew Meadows
67481287ff
comment out asserts that fail to compile in Debug
2017-09-26 09:29:43 -07:00
SamGondelman
86198606e0
add _modelJustLoaded and updateTransforForSkinnedMesh on creation
2017-09-22 17:12:44 -07:00
SamGondelman
9f12d3a365
fix missing models
2017-09-21 17:57:25 -07:00
Brad Davis
688ee68cf9
Ensure thread-safety for model pointer access
2017-09-14 12:29:23 -07:00
Menithal
40d339a831
21484: Updated code to go with PR feedback
2017-09-11 20:36:29 +03:00
Menithal
856452405e
Made Code abit more concise for better compilation
2017-09-05 08:46:37 +03:00
Menithal
119a2703f7
Removed Debug Joints that wasnt used anylonger
2017-09-04 22:20:00 +03:00
Menithal
03e076046b
Added Joint Name check for translations
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This way if there is a mismatch in the skeleton, the translations are
applied to the models correctly
2017-09-04 22:16:02 +03:00
Menithal
5506520226
Fixed missing semi colon
2017-09-01 08:20:54 +03:00
Brad Davis
65b49a958f
Merge branch 'master' into 21484
2017-08-31 14:59:30 -07:00
Menithal
0e3fc64f63
Fixed Inverse logic and Cleanup
2017-09-01 00:35:56 +03:00
Menithal
ea79748ed3
Some adjustments
2017-08-29 23:59:36 +03:00
Zach Fox
0cdef28cfd
Fixup after Merge branch 'master' of https://github.com/highfidelity/hifi into SelectionScriptingInterface
2017-08-28 14:55:18 -07:00
Brad Davis
e817d3ced4
Threaded rendering & entity rendering refactor
2017-08-24 13:34:34 -07:00
Zach Fox
2a75d97006
First steps
2017-08-22 12:56:16 -07:00
Menithal
dc5e374485
Merge remote-tracking branch 'upstream/master' into 21484
2017-08-17 22:28:43 +03:00
Sam Gateau
79f3be1efe
Merge pull request #11021 from Zvork/fade2
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Fade dissolve effect JUST AVATARS
2017-08-10 13:48:30 -07:00
Menithal
982d4a451f
Updated Protocol to add allowTranslation
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There still is a bug for the value no actually updating
2017-08-08 23:47:37 +03:00
Menithal
34d9e9b371
Preliminary Research Complete
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Found the part that needs updating with the AnimationProperty
2017-08-08 00:03:24 +03:00
David Kelly
4b7779f0f5
add flag to outline render flags, fix pal.js/edit.js interaction
2017-08-03 07:57:21 -07:00
Olivier Prat
e85bb6fd08
Fixed compilation warnings on Mac
2017-07-31 19:19:00 +02:00
Olivier Prat
5f1d45d4de
Revert "Added check on EntityItem::getEntitiesShouldFadeFunction and reactivated fade on model, voxels and polylines"
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This reverts commit 8a2fd01e81
.
2017-07-31 18:06:51 +02:00
Olivier Prat
8a2fd01e81
Added check on EntityItem::getEntitiesShouldFadeFunction and reactivated fade on model, voxels and polylines
2017-07-31 15:31:37 +02:00
Olivier Prat
1336582c6b
Removed fade transition on model entities.
2017-07-31 15:06:24 +02:00
Olivier Prat
490aad2a06
Merged from master
2017-07-31 12:00:35 +02:00
Zach Fox
9147bc21d0
Getting there.
2017-07-26 11:41:27 -07:00
Zach Fox
9020607ccf
First pass
2017-07-25 17:54:46 -07:00
Seth Alves
72e5fecb4e
do Model::getMeshes on the correct thread. added ModelScriptingInterface::getVertexCount and ModelScriptingInterface::getVertex
2017-07-20 16:34:34 -07:00
Seth Alves
a8698c2fbc
EntityScriptingInterface::getMeshes support for Model entities
2017-07-19 08:59:09 -07:00
Olivier Prat
b125fba2e1
Removed untested avatar bubble fade code. Made changes as requested by Andrew
2017-07-13 23:04:55 +02:00
Olivier Prat
93218da473
Fixed compilation errors on Mac and Linux
2017-07-13 17:51:16 +02:00
Olivier Prat
7552cca316
First alpha version of bubble collision fade events. Missing a lot of information.
2017-07-11 19:26:15 +02:00
Olivier Prat
aba8be595e
Separated fade categories from transition event types
2017-07-11 11:37:24 +02:00
Olivier Prat
cc4e168369
Working fade again
2017-07-10 16:45:13 +02:00
Olivier Prat
66d09a4c3c
Some objects fade and fixed crash due to invalid meta item id
2017-07-10 16:02:12 +02:00
Olivier Prat
267531cc1a
First working fade
2017-07-10 15:27:09 +02:00
Sam Gateau
ca7e782566
Merge branch 'master' of https://github.com/highfidelity/hifi into orange
2017-06-29 10:54:27 +02:00
Brad Davis
28d727153b
PR feedback
2017-06-27 19:22:07 -07:00
Brad Davis
8130a91b8c
Cleanup entity dependencies
2017-06-27 19:15:49 -07:00
samcake
20d8c11e28
ALmost there, getting eback everything to work with the light and background stages in the scene, not in deferredLighting Effect anymore
2017-06-22 17:54:16 -07:00
Brad Davis
fece438602
Cleanup and refactoring
2017-06-15 18:58:56 -07:00
howard-stearns
3d4f9be05b
fix teleport vs stuck-in-floor work
2017-06-12 17:01:13 -07:00
Howard Stearns
3d62900daf
When we do precision detailed picking on a model, check the back faces, too. In other words, precision picking from inside a model works.
2017-06-03 16:49:16 -07:00
Andrew Meadows
7b879a7964
Model has a Rig rather than a RigPointer
2017-05-19 13:24:16 -07:00
Andrew Meadows
31bfc98b87
use const reference for ScenePointer when possible
2017-04-18 11:52:22 -07:00