* 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
If Blender avatars are animated by Blender animations, they have missing
Pre and Post rotations. This step is no longer necessary to have false,
and also makes sure all animations from Blender Work on all avatars (from
other platforms).
This commit make it default to be enabled:
If the application "Interface Crashed" dialog is shown at startup, it can cause Application to receive events before it has been fully constructed.
In this case the QMainWindow _window pointer is uninitialized, causing Menu::getInstance() to de-reference an invalid pointer.
The fix for this is three fold.
1. Construct the QMainWindow before calling setupEssentials (which in turn spawns the "Interface Crashed" dialog).
2. Change Menu::getInstance() from a static_cast to a dynamic_cast. This will cause it to return a nullptr if [QMainWindow::menuBar()](http://doc.qt.io/qt-4.8/qmainwindow.html#menuBar) returns an instance of QMenuBar and not a ui::Menu instance.
3. In Application::event return false if Menu::getInstance() returns a nullptr. This should prevent any code that relies on having a valid ui::Menu instance from running.
Instead, we just store two controller::Poses in MyAvatar.
Existing behavior and scripting APIs have been preserved.
The hand controller debug drawing is slightly different, but still works.