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Remove unimplemented menu items Developer->Avatar->Show Skeleton/Head Collision Shapes.
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3 changed files with 0 additions and 14 deletions
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@ -433,8 +433,6 @@ Menu::Menu() {
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AvatarReceiveStats, 0, false,
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avatarManager.data(), SLOT(setShouldShowReceiveStats(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderSkeletonCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderHeadCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderBoundingCollisionShapes);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderLookAtVectors, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderLookAtTargets, 0, false);
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@ -239,10 +239,8 @@ namespace MenuOption {
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const QString ReloadContent = "Reload Content (Clears all caches)";
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const QString RenderBoundingCollisionShapes = "Show Bounding Collision Shapes";
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const QString RenderFocusIndicator = "Show Eye Focus";
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const QString RenderHeadCollisionShapes = "Show Head Collision Shapes";
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const QString RenderLookAtTargets = "Show Look-at Targets";
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const QString RenderLookAtVectors = "Show Look-at Vectors";
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const QString RenderSkeletonCollisionShapes = "Show Skeleton Collision Shapes";
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const QString RenderResolution = "Scale Resolution";
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const QString RenderResolutionOne = "1";
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const QString RenderResolutionTwoThird = "2/3";
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@ -463,16 +463,6 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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}
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}
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/*
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// TODO: re-implement these when we have more detailed avatar collision shapes
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bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
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if (renderSkeleton) {
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}
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bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
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if (renderHead && shouldRenderHead(renderArgs)) {
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}
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*/
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bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
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if (renderBounding && shouldRenderHead(renderArgs) && _skeletonModel.isRenderable()) {
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PROFILE_RANGE_BATCH(batch, __FUNCTION__":skeletonBoundingCollisionShapes");
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