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Fix the rush jobs, so gustavo can build build for me...
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2 changed files with 2 additions and 2 deletions
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@ -378,7 +378,7 @@ void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) {
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bool Head::isLookingAtMe() {
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// Allow for outages such as may be encountered during avatar movement
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quint64 now = usecTimestampNow();
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const quint64 LOOKING_AT_ME_GAP_ALLOWED = (5 * 1000.0f * 1000.0f) / 60.0f; // n frames, in microseconds
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const quint64 LOOKING_AT_ME_GAP_ALLOWED = (5 * 1000 * 1000) / 60; // n frames, in microseconds
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return _isLookingAtMe || (now - _wasLastLookingAtMe) < LOOKING_AT_ME_GAP_ALLOWED;
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}
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@ -123,7 +123,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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params.rightEyeJointIndex = geometry.rightEyeJointIndex;
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_rig->updateFromHeadParameters(params);
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} else if (true) { //(_owningAvatar->getHead()->isLookingAtMe()) {
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} else if (_owningAvatar->getHead()->isLookingAtMe()) {
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// Other avatars joint, including their eyes, will already be set just like any other joints
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// from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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