Brad Hefta-Gaub
2eef07e414
cleanup and dead code removal
2016-05-24 15:38:08 -07:00
Brad Hefta-Gaub
12a1857280
check point with protocol refusal working
2016-05-24 15:20:11 -07:00
Brad Hefta-Gaub
1cf8236860
Merge branch 'master' of https://github.com/highfidelity/hifi into protocolVersionCheck
2016-05-24 13:31:36 -07:00
Brad Hefta-Gaub
1d9981e624
first cut at support for verifying all protocol version compatibility
2016-05-24 13:31:19 -07:00
Zach Pomerantz
7dabce9cff
Check throttle before idling/painting
2016-05-23 19:04:35 -07:00
Zach Pomerantz
9a4b30a50b
Fix AvatarInputs phantom movement
2016-05-19 13:19:15 -07:00
Ryan Huffman
cf49c8e2bf
Add getUserAgent function that includes plugin information
2016-05-18 15:35:29 -07:00
Zach Pomerantz
65e81077cb
Merge branch 'master' of github.com:highfidelity/hifi into perf/idle-event
2016-05-13 16:24:42 -07:00
Anthony Thibault
8fecb51dde
Merge pull request #7846 from hyperlogic/tony/improved-avatar-debug-draw
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Eye tracking bug fix and debug rendering improvements
2016-05-11 17:41:49 -07:00
Brad Hefta-Gaub
d656f61c64
Merge pull request #7759 from jherico/app_plugin_type
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Don't expose raw pointer to the display plugin
2016-05-11 14:49:22 -07:00
Zach Pomerantz
2d4fd783bd
Rename Paint/Idle events to Present
2016-05-10 16:09:04 -07:00
Anthony J. Thibault
80a349c65b
Merge branch 'master' into tony/improved-avatar-debug-draw
2016-05-10 14:50:13 -07:00
Zach Pomerantz
783be53125
Trigger Idle from present Paint
2016-05-10 14:39:23 -07:00
Brad Hefta-Gaub
350743454b
Merge pull request #7839 from sethalves/entity-simulation-smart-pointers-1
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use smart pointers for entity simulations
2016-05-10 11:35:57 -07:00
Clément Brisset
c3ce463b6c
Merge pull request #7854 from zzmp/refactor/delayLoad
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Clean up resource cache's encapsulation of asynchronous loading
2016-05-10 10:47:23 -07:00
Brad Hefta-Gaub
d7eee98acc
Merge pull request #7827 from AndrewMeadows/threadsafe-viewfrustum
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resurrection of threadsafe ViewFrustum
2016-05-10 09:06:38 -07:00
Seth Alves
b761ecf44f
merge from upstream
2016-05-10 08:18:45 -07:00
Zach Pomerantz
9ac783a88d
Black box asynch resource retrieval
2016-05-09 18:03:19 -07:00
Atlante45
5c196f3df5
Remove Deadlock status
2016-05-09 15:53:45 -07:00
Anthony J. Thibault
641e152699
Eye tracking bug fix and debug rendering improvement
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* Bug fix for eye tracking in HMD, the "up" orientation of your eyes now match your head.
* DebugDraw: added drawRay method.
* Application: Renamed preRender to postUpdate
* AvatarManager: added postUpdate method that iterates over all avatars.
* MyAvatar: Renamed preRender to preDisplaySide
* MyAvatar: split preRender code into postUpdate and preDisplaySide.
* Removed "Show who is looking at me", "Render focus indicator" and "Render lookat target" debug draw.
* Split "Show Look At Vectors" into "Show My Look At Vectors" and "Show Other Look At Vectors", to make it easier to debug eye tracking.
* "Show Look at Vectors" now draws the right eye red and the left eye blue.
* Removed Avatar and MyAvatar renderBody
* Removed look at rendering from head.
* GLMHelpers: Bugfix for generateBasisVectors when up primary and secondary axis were orthogonal
2016-05-08 16:20:32 -07:00
Brad Davis
c54d0bc993
Don't expose raw pointer to the display plugin
2016-05-08 10:35:31 -07:00
Seth Alves
a0771f8ee5
use smart pointers for entity simulations
2016-05-07 09:14:33 -07:00
Andrew Meadows
778820edb4
fix broken dupe method implementation
2016-05-06 09:07:03 -07:00
Andrew Meadows
635e2e78e3
minor cleanup
2016-05-05 18:43:08 -07:00
Andrew Meadows
71b2d647e8
add locks and explicitly copy ViewFrustums
2016-05-05 18:28:27 -07:00
Andrew Meadows
bcf2cc8074
use references not pointers for ViewFrustums
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also unravelling some spaghetti:
(1) split Octree stuff out of ViewFrustum
(2) moved ViewFrustum from octree to shared lib
(3) removed some cruft
2016-05-05 18:28:27 -07:00
Andrew Meadows
60a72c6660
getViewFrustum() provides const pointer
2016-05-05 18:28:27 -07:00
Brad Hefta-Gaub
8f3d48190a
switch to QRect instead of vec4
2016-04-16 16:59:47 -07:00
Brad Hefta-Gaub
c7f58dc17c
first cut at exposing recommend overlay rectangle
2016-04-14 20:47:31 -07:00
Brad Hefta-Gaub
7b5075cce5
Merge pull request #7645 from sethalves/dont-run-bullet-too-soon
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add a heuristic for deciding when it's safe to enable bullet
2016-04-14 09:35:58 -07:00
Ryan Huffman
47c2a1722b
Merge branch 'master' of https://github.com/highfidelity/hifi into feat/crash-menu
2016-04-13 14:40:46 -07:00
Ryan Huffman
bc247ec058
Remove unused Application::crashApplication()
2016-04-13 14:01:41 -07:00
Seth Alves
e4c91e5064
add a heuristic for deciding when it's safe to enable bullet
2016-04-12 11:46:00 -07:00
Brad Davis
df8ad57185
Fix FPS counter
2016-04-11 00:25:16 -07:00
Brad Hefta-Gaub
157dd96303
Merge pull request #7612 from ZappoMan/mirrorReturnsToLastView
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when using the fullscreen mirror hot key, return to the view mode you were in when leaving full screen mirror
2016-04-07 14:56:53 -07:00
Brad Hefta-Gaub
81bb5ff07d
when using the fullscreen mirror hot key, return to the view mode you were in when leaving full screen mirror
2016-04-07 13:13:19 -07:00
Brad Hefta-Gaub
bd1eb5842a
fix crash related to menu vs watchdog create order
2016-04-07 12:45:24 -07:00
Brad Hefta-Gaub
47aed9c8bd
fix redraw issue when logging in to or out of a domain
2016-04-06 14:56:20 -07:00
Anthony J. Thibault
07ff687bfe
Application: change keyboard input focus when using ui overlay.
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call focusOutEvent on keyboard input plugin when an offscreen ui has activeFocus.
2016-04-05 18:12:02 -07:00
Thijs Wenker
142f37da1c
fix accidentally violated style rule 3.1.2.1
2016-04-04 17:33:47 +02:00
Thijs Wenker
b2058376ba
used "ReSharper C++" to fix some style and spelling in Application.(h|cpp)
2016-04-04 17:03:05 +02:00
Seth Alves
5fa9f662fc
Merge pull request #7542 from birarda/refresh-on-asset-connect
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refresh/close the asset browser dialog on domain switch
2016-04-01 18:08:59 -07:00
Stephen Birarda
ee7bee95f8
use nodeActivated to trigger refresh of Asset Browser
2016-04-01 11:35:33 -07:00
Anthony J. Thibault
3d43f73a88
Application: don't call Model::simulate on network thread.
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This can cause a crash.
On startup the Application::processOctreeStats method on the network thread will call into entities entity->isReadyToComputeShape() (without a tree lock) and trigger Model::simulate. Model is NOT thread safe. This was leading to a single model to be initialized on two threads simultaneously.
This might be somewhat rare, I only caught it because I was running a debug build.
2016-03-31 17:57:20 -07:00
Brad Hefta-Gaub
d99dcf5450
Merge pull request #7487 from hyperlogic/tony/animated-culling
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Improved render bounding boxes for animated models
2016-03-30 09:27:43 -07:00
howard-stearns
4ebf816166
cleanup
2016-03-29 16:17:19 -07:00
Anthony J. Thibault
115fd607a0
Address performance issues introduced with this PR.
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* Prevent clusterMatrices from being invalidated and re-computed in each updateItem lambda.
We do this by not setting _model->_needsUpdateClusterMatrices = true;
* Prevent redundant work if Model::enqueueLocationChange is called multiple times per frame.
We do this by introducing a preRenderLambdas map in the Application class.
Instead of adding work directly to the scene PendingChanges queue Model::enqueueLocationChange
adds a lambda to the Application preRenderLambdas map. The Application ensures that only one lambda will
be invoked for each model per frame.
2016-03-28 19:47:30 -07:00
Brad Davis
520cccb219
Make display plugin switching atomic from other threads
2016-03-24 15:19:46 -07:00
Brad Hefta-Gaub
2b0670718f
Merge pull request #7449 from howard-stearns/report-previous-session-data
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Report previous session data
2016-03-23 20:58:51 -07:00
howard-stearns
c435ca212a
Report previous session time.
2016-03-23 16:59:17 -07:00