Commit graph

2345 commits

Author SHA1 Message Date
Anthony J. Thibault
1157d59f67 Sit bug fixes
* You should not be able to move after being seated, even if you switch seats.
* You should not be able to jump out of the chair by holding the space bar.
* Fixed small issue with the sitting to standing transition being delayed. (causing the user to look
  like there were sitting in mid-air)  This was due to a missing transition in the animation.json
2019-09-17 13:40:43 -07:00
Andrew Meadows
6be3750b38 use collision brake feedback to prevent tunneling 2019-08-27 20:28:56 -07:00
luiscuenca
19d85ba824
MyAvatar.endReaction return false when no reaction has been trigger previously 2019-08-23 09:07:27 -07:00
luiscuenca
da9163616a
Don't allow reactions ref count got bellow 0 2019-08-23 08:46:59 -07:00
Andrew Meadows
7cf0899d59 more correct safeLanding trigger 2019-08-20 17:33:29 -07:00
Andrew Meadows
32400a6baf improved isStuck detection and MyAvatar::safeLanding() trigger 2019-08-20 17:33:29 -07:00
Andrew Meadows
c8c704eb57 revert last change 2019-08-20 17:33:29 -07:00
Andrew Meadows
6d7565a568 CharacterController don't fight MyaAvatar::safeLanding() 2019-08-20 17:33:29 -07:00
Anthony J. Thibault
381f7c6bc4 Avatar sitting bug fixes
* Added seatedToIdle transition, to make transition quicker to better match the capsule physics.
* Made switching into and out of instantly set animVar for the animation graph, previously it was delayed by 100 ms.
* Created "isNotSeated" anim var for exiting the seated state.
* MyAvatar::beginSit & MyAvatar::endSit no longer calls goToPosition, instead MyAvatar::slamPosition is called.
* MyAvatar::slamPosition will cause the AvatarTransit class to NOT play the teleport anticipation/reaction animation.
  Note: This does not prevent other clients from interpolating the position when entering the seat, but it prevents the teleport reaction animation from playing.
* Disable leg IK in HMD mode while seated.
2019-08-16 10:57:03 -07:00
Anthony J. Thibault
2f949a4d4d Disable head ik while reacting
Also, split getReactions() API into two calls

* getTriggerReactions() - lists all reactions that can be triggered with MyAvatar.triggerReaction().
* getBeginReactions() - lists all reactions that can be used with MyAvatar.beginReaction() and MyAvatar.endReaction().
2019-07-26 15:26:43 -07:00
luiscuenca
c1b818cd9b
Set timeout before enabling drive keys 2019-07-25 17:40:09 -07:00
luiscuenca
8900c4f2cd
stand up to right location-orientation 2019-07-24 13:29:01 -07:00
luiscuenca
6e4d1bde8e
Fix code and warnings 2019-07-24 13:16:53 -07:00
luiscuenca
015d1951fc
Add sitting clip node 2019-07-24 10:44:33 -07:00
luiscuenca
e7e864121f
Merge branch 'master' into avatarSitAPI 2019-07-23 14:22:42 -07:00
luiscuenca
9cec979552
Add sit API to MyAvatar 2019-07-23 14:20:54 -07:00
Shannon Romano
266230a53c
Merge pull request #15963 from hyperlogic/feature/avatar-reaction-api
Initial version of Avatar Reaction API
2019-07-23 13:13:31 -07:00
Andrew Meadows
dcf3df68f2 avoid NaN input for MyAvatar's scripted motor 2019-07-18 10:58:41 -07:00
Anthony Thibault
ecae92724e Added reaction api 2019-07-17 14:28:39 -07:00
Seth Alves
9baf4c7078 comfort mode -- squeeze vision to avoid sickness 2019-07-12 09:14:17 -07:00
Anthony J. Thibault
3a6d8dc383 Disable handTouch.js to prevent finger twitching
This PR disables handTouch.js.
handTouch.js allows the fingers to animate on the surface of an object.
However, it can sometimes detect collisions with walls or tables when the avatar is standing next to them.
We will more properly fix handTouch.js in a future PR, but for now we will disable the functionality.

Also, a small bug fix was made to the Rig to prevent the idleOverlayAlpha from exceeding the 0.0 to 1.0 range.
This can cause the fingers to bend incorrectly for a moment.

Also, three new items were added to the Developer > Show Animation Stats panel.

* Joint Override Count: displays the current count of joints that are overriden by MyAvatar.setJointRotation() JS API calls.
* Flow: displays if flow is active of disabled.
* Network Graph: displays if the network anim graph, used for teleportation, is enabled or disabled.

https://highfidelity.atlassian.net/browse/BUGZ-154
2019-06-20 15:52:36 -07:00
Anthony J. Thibault
4b5d5062b1 Improvement to Developer > Avatar > Draw Animation
This feature was added to help diagnose the root cause of a rarely occurring finger twitching bug.

Also, some asserts were added to AnimClip to also help catch a rarely occurring crash.
2019-06-17 14:50:19 -07:00
Andrew Meadows
dbce976887 fix another crash in MyAvatar::getAvatarEntitiesVariant() 2019-06-10 15:34:18 -07:00
Preston Bezos
e89f499c1a this should work 2019-06-07 12:02:15 -07:00
Preston Bezos
4eccb7a124 Revert "made one more change to get rid of ubuntu warning"
This reverts commit e7255298de.
2019-06-07 12:00:36 -07:00
Preston Bezos
e7255298de made one more change to get rid of ubuntu warning 2019-06-07 11:59:26 -07:00
Preston Bezos
ad562b8f91 really need to stop clanging myself 2019-06-07 11:22:11 -07:00
Preston Bezos
e63d98e137 fixed a couple of doc errors and accounted for some edge cases 2019-06-07 11:09:21 -07:00
Preston Bezos
3ab4be6b8d I got clanged 2019-06-07 10:42:31 -07:00
Preston Bezos
a7a765b025 added a couple more notifies and fixed a couple of jsdocs 2019-06-06 16:23:54 -07:00
Preston Bezos
36e1366cc4 added Notifies to various QProperties in order to remove warnings in interface logs 2019-06-06 14:51:43 -07:00
Andrew Meadows
297517c85d minimize lock duration 2019-05-31 11:06:16 -07:00
Andrew Meadows
5f9262cf5e change data member names to not poke other devs in the eye 2019-05-31 11:03:11 -07:00
Andrew Meadows
0c916e0c03 guard MyAvatar::_scriptEngine with mutex 2019-05-30 16:08:47 -07:00
SamGondelman
264051ed6d fix myavatar setSkeletonModelURL 2019-05-21 10:40:58 -07:00
Simon Walton
4b51d81b42 Clear any reliable connection state upon Node ID change 2019-05-10 12:06:38 -07:00
Shannon Romano
a00545b48d
Merge pull request #15361 from SaracenOne/falling_push
Case 22121: Allow players to disable automatic falling to flight threshold.
2019-04-26 14:03:52 -07:00
Anthony Thibault
2c370d9d74
Merge pull request #15460 from hyperlogic/feature/network-opt-faux
Avatar network bandwidth optimization
2019-04-26 10:16:30 -07:00
Shannon Romano
164984b15d
Merge pull request #15459 from luiscuenca/sentHandsCrashFix
Fix crash sending other avatars hands to flow
2019-04-25 12:32:06 -07:00
luiscuenca
6b33f4e027
Don't call function if flow is not active and made it thread safe 2019-04-25 10:31:05 -07:00
Andrew Meadows
084759a918 send update after changing entity 2019-04-24 16:32:39 -07:00
Anthony Thibault
0c0b847666 First version of faux joint optimizations
There are still some AJT: TODO sections, mostly about stat tracking for the new Hand Controllers section.

Created a new hand controller section that is optional, when not present hand controllers are assumed to be disabled.
2019-04-22 11:02:13 -07:00
amantley
035c8a687d fixed merge conflict 2019-04-17 10:16:39 -07:00
Shannon Romano
50f39e88d6
Merge pull request #15365 from hyperlogic/bug-fix/better-camera-in-head-check
Better head vs camera checks for avatar head cauterization
2019-04-16 15:07:46 -07:00
r3tk0n
12d7e35722 Add separate constant for desktop run. HMD run affected negatively by 3x multiplier. This will need to be cleaned up in a future release. 2019-04-15 10:56:07 -07:00
Saracen
3dde53f743 Friendlier and more understandable naming. 2019-04-11 03:57:34 +01:00
Sam Gateau
51d1c4b1f3
Merge pull request #15357 from SamGondelman/cauterize
Case 21417: Fix cauterization of entities that are children of MyAvatar's head
2019-04-10 12:29:40 -07:00
Sam Gateau
c33efdf9e0
Merge pull request #15282 from kitely/fix-ray-local-entities
Case 21883: Fix safe landing code improperly finding local entities
2019-04-10 12:28:07 -07:00
Saracen
bce80130bd Allow players to disable automatic falling to flight threshold. 2019-04-09 21:07:17 +01:00
Anthony J. Thibault
02d5769991 Better head vs camera checks for avatar head cauterization
* cameraInsideHead() check now uses detailed avatar collision when possible.
* head is now more constantly hidden in first person camera mode
* getEyeModelPositions() uses a better estimate when avatar eye joints are missing.
* moved findPointKDopDisplacement from Rig.cpp into AnimUtil.cpp
* added isPlayingOverrideAnimation() method to Rig class
2019-04-09 12:57:03 -07:00