Seth Alves
d814d7b35d
merge from upstream
2016-04-04 16:32:49 -07:00
Seth Alves
69bb0ebd74
Revert "faster kinematic motion for entities"
2016-04-04 16:11:54 -07:00
Seth Alves
b8587e0711
update collision shapes of entities which are children of avatars
2016-04-04 16:06:53 -07:00
Seth Alves
c48a67b933
Merge pull request #7544 from AndrewMeadows/faster-kinematics
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faster kinematic motion for entities
2016-04-04 15:26:32 -07:00
Brad Davis
4f373937f9
Additional performance markers
2016-04-03 20:41:34 -07:00
Andrew Meadows
0830c55bcf
getLocalEverything->getLocalTransformAndVelocities
2016-04-01 17:48:56 -07:00
Andrew Meadows
de5fe705a3
optimize Bullet broadphase using collision groups
2016-04-01 13:14:03 -07:00
Andrew Meadows
e1602b57fa
faster isNaN checks
2016-04-01 13:14:03 -07:00
Andrew Meadows
442b52313f
faster kinematic motion calculations
2016-04-01 13:14:03 -07:00
Seth Alves
0f288247a7
include script in default script location
2016-04-01 10:50:22 -07:00
Brad Hefta-Gaub
5a665f9aef
Merge pull request #7482 from huffman/extra-logging
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Add system information to log file
2016-04-01 09:10:21 -07:00
Ryan Huffman
03f9a02857
Update env var logging to only include certain keys
2016-03-31 22:49:22 -07:00
Brad Hefta-Gaub
f0cc8c0dd3
Merge pull request #7491 from jherico/oculus_release
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Update to latest Oculus SDK, add input device support
2016-03-30 17:42:32 -07:00
Seth Alves
e8f26b675a
try to fix path to osx scripts
2016-03-30 15:04:29 -07:00
Seth Alves
62372415be
get this working on windows
2016-03-30 14:01:35 -07:00
Seth Alves
bb43347599
Merge branch 'master' of github.com:highfidelity/hifi into use-local-scripts
2016-03-30 13:33:59 -07:00
Seth Alves
26e01bbacd
rewrite a bunch of path/url mangling code
2016-03-30 13:33:49 -07:00
Brad Hefta-Gaub
699b3a9dd7
Merge pull request #7499 from birarda/udt-fixes
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fix an overflow in portable high resolution clock on windows
2016-03-30 10:54:00 -07:00
Brad Davis
f569cbf70e
Add debugging output, fix timewarp
2016-03-30 10:40:32 -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
Seth Alves
7c0bb72aff
started on making ~ mean the application directory in script paths
2016-03-29 18:32:46 -07:00
Ryan Huffman
fdbd58765c
Remove printSupported from printSystemInformation
2016-03-29 16:06:55 -07:00
Seth Alves
0c72ca1be3
works on windows now
2016-03-29 13:39:35 -07:00
Stephen Birarda
b9ce427344
use c-style casts to respect the coding standard
2016-03-29 13:25:03 -07:00
Stephen Birarda
37950e9931
use explicit double casts for win_high_resolution_clock
2016-03-29 13:13:22 -07:00
Seth Alves
3aa1090ced
working toward allowing local files in running-scripts window
2016-03-29 11:58:21 -07:00
Seth Alves
b88770228e
convert running-scripts window to use local script files
2016-03-29 10:40:56 -07:00
Stephen Birarda
b134f22cfa
fix an overflow in portable high resolution clock on windows
2016-03-28 18:51:34 -07:00
howard-stearns
b09b9a4a0a
snapshot after using tree from entity item.
2016-03-28 16:58:20 -07:00
Seth Alves
b273d5efd3
fix defaultScripts filename
2016-03-28 13:48:19 -07:00
howard-stearns
c6347eb92a
checkpoint for debugging/comparing edit.js
2016-03-28 13:39:43 -07:00
Seth Alves
de8153bd75
on windows and osx use default scripts bundled with interface
2016-03-28 12:23:23 -07:00
Ryan Huffman
3c9f26a7f2
Add CPUID::getAllFeatures
2016-03-28 10:48:51 -07:00
Anthony J. Thibault
bf433487fa
Dynamic bound update for skinned mesh
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* Use all cluster matrices to compute bound for skinned mesh.
This is far less expensive then doing per-vertex work, but it's not free, for avatars especially.
* Remove skinnedMeshBound, compute it instead.
* Compute clusterMatrices in render update, because we need them to update bounds.
2016-03-26 12:22:02 -07:00
Anthony J. Thibault
b4e70d9101
WIP: checkpoint
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* bug fix in AABox::operator+=
* added AABox::emiggen
* Avatar now has a default bound for it's skinned mesh.
* WIP: AABox tests; NEED MORE
* Model: split collision and model mesh render items.
Because ModelMeshRenderItems need special handling to update bounds for animated joints.
* Model: dynamically update the bound for rigidly bound animated meshes
* Rig: added access to geometryToRigTransform
* RenderableModelEntityItem: try to update bounds for skinned mesh to be the entity dimentions (this doesn't seem to be working)
* Geometry.cpp: removed unused bounds parameter in evalPartBounds
* ModelMeshPartPayload: bounds updating
* non-animated: use existing _localBound
* rigid bound mesh: use _localBound transformed by clusterMatrix joint transform
* fully skinned mesh: use _skinnedMeshBound provided by the application.
2016-03-25 21:29:20 -07:00
Ryan Huffman
b155a0534b
Fix brace placement in CPUID
2016-03-25 16:23:48 -07:00
Seth Alves
1532800a4e
Merge branch 'master' of github.com:highfidelity/hifi into fix-logging-crash
2016-03-25 16:17:58 -07:00
Ryan Huffman
f2a28efcd2
Fix CPUID::CPU_Rep being defined on non-Win
2016-03-25 16:02:52 -07:00
Ryan Huffman
8d7670a4e8
Move system information logging to SharedUtil
2016-03-25 16:00:04 -07:00
Ryan Huffman
c4a87925e2
Add system information to log file
2016-03-25 15:34:53 -07:00
Brad Hefta-Gaub
541c1e5c6f
Merge branch 'master' of https://github.com/highfidelity/hifi into reduceFalsePositiveDeadlocks
2016-03-25 13:03:31 -07:00
Seth Alves
13eddef312
fix locking in GenericQueueThread::process
2016-03-25 11:37:04 -07:00
Brad Hefta-Gaub
fb09ad51b3
CR feedback
2016-03-24 21:14:07 -07:00
Brad Hefta-Gaub
7de8a2267f
one more try
2016-03-24 18:09:14 -07:00
Brad Davis
0ac70049c7
Merge pull request #7431 from hyperlogic/tony/vive-rendering-work
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OpenVR rendering & Nsight instrumentation improvements
2016-03-24 17:44:30 -07:00
Brad Hefta-Gaub
06a6a8462f
more cleanup
2016-03-24 16:34:09 -07:00
Brad Hefta-Gaub
2b595fb329
break out thread safe moving average to get around unix build hell
2016-03-24 16:26:28 -07:00
Brad Hefta-Gaub
8691aa6905
fix unix build and CR feedback
2016-03-24 15:45:44 -07:00
Brad Hefta-Gaub
6eed8fb429
fix unix build
2016-03-24 13:30:20 -07:00
Brad Hefta-Gaub
208b594ef8
make the deadlock watchdog more generous and add some logging so we can see heatbeats on slow machines
2016-03-24 12:37:07 -07:00