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Indentation/Coding Standard
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2 changed files with 5 additions and 5 deletions
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@ -316,8 +316,8 @@ void EntityTreeRenderer::applyZonePropertiesToScene(std::shared_ptr<ZoneEntityIt
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// NOTE: is this right? It seems like the "sun" should be based on the center of the
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// NOTE: is this right? It seems like the "sun" should be based on the center of the
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// atmosphere, not where the camera is.
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// atmosphere, not where the camera is.
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glm::vec3 keyLightLocation = _viewState->getAvatarPosition()
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glm::vec3 keyLightLocation = _viewState->getAvatarPosition() +
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+ (inverseKeyLightDirection * data.getAtmosphereOuterRadius());
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(inverseKeyLightDirection * data.getAtmosphereOuterRadius());
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data.setSunLocation(keyLightLocation);
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data.setSunLocation(keyLightLocation);
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@ -145,7 +145,7 @@ private:
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glm::vec3 _lastAvatarPosition;
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glm::vec3 _lastAvatarPosition;
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QVector<EntityItemID> _currentEntitiesInside;
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QVector<EntityItemID> _currentEntitiesInside;
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bool _pendingSkyboxTexture = false;
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bool _pendingSkyboxTexture { false };
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NetworkTexturePointer _skyboxTexture;
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NetworkTexturePointer _skyboxTexture;
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bool _wantScripts;
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bool _wantScripts;
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@ -164,11 +164,11 @@ private:
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bool _displayModelBounds;
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bool _displayModelBounds;
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bool _dontDoPrecisionPicking;
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bool _dontDoPrecisionPicking;
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bool _shuttingDown = false;
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bool _shuttingDown { false };
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QMultiMap<QUrl, EntityItemID> _waitingOnPreload;
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QMultiMap<QUrl, EntityItemID> _waitingOnPreload;
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bool _hasPreviousZone = false;
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bool _hasPreviousZone { false };
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std::shared_ptr<ZoneEntityItem> _bestZone;
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std::shared_ptr<ZoneEntityItem> _bestZone;
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float _bestZoneVolume;
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float _bestZoneVolume;
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