diff --git a/libraries/entities/src/EntityItem.cpp b/libraries/entities/src/EntityItem.cpp index f968244ab3..65d4849b0e 100644 --- a/libraries/entities/src/EntityItem.cpp +++ b/libraries/entities/src/EntityItem.cpp @@ -1080,7 +1080,6 @@ const float MIN_ALIGNMENT_DOT = 0.999999f; const float MIN_VELOCITY_DELTA = 0.01f; const float MIN_DAMPING_DELTA = 0.001f; const float MIN_GRAVITY_DELTA = 0.001f; -const float MIN_ACCELERATION_DELTA = 0.001f; const float MIN_SPIN_DELTA = 0.0003f; void EntityItem::updatePositionInDomainUnits(const glm::vec3& value) { diff --git a/libraries/physics/src/DynamicCharacterController.cpp b/libraries/physics/src/DynamicCharacterController.cpp index 46ff2e524e..3557511fab 100644 --- a/libraries/physics/src/DynamicCharacterController.cpp +++ b/libraries/physics/src/DynamicCharacterController.cpp @@ -8,11 +8,9 @@ const btVector3 LOCAL_UP_AXIS(0.0f, 1.0f, 0.0f); const float DEFAULT_GRAVITY = -5.0f; -const float TERMINAL_VELOCITY = 55.0f; const float JUMP_SPEED = 3.5f; const float MAX_FALL_HEIGHT = 20.0f; -const float MIN_HOVER_HEIGHT = 3.0f; const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0; const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1; diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index be2ccdb60e..fdb448ea14 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -139,7 +139,10 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key, // Good to go add the brand new pipeline auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state)); +<<<<<<< HEAD // auto it = +======= +>>>>>>> 3ce65d297a31c83c06f8838dd21ca128b59cef59 insert(value_type(key.getRaw(), RenderPipeline(pipeline, locations))); // If not a shadow pass, create the mirror version from the same state, just change the FrontFace