Previously avatar used SpatiallyNestable scale to keep track of model rendering scale.
It now uses a new member variable _modelScale instead. This is important because the
notion of "Avatar" space does NOT include scale, so this is now reflected correctly in
the SpatiallyNestable class.
Similarly, EntityItems no longer stuff dimensions into the SpatiallyNestable scale
field. a new _dimensions member variable is used instead. The SpatiallyNestable scale
field for entities should always be one.
Parent joints can now have scale if getAbsoluteJointScaleInObjectFrame() returns a non-zero scale.
This is used in the case of the faux SENSOR_TO_WORLD_MATRIX_INDEX joint.
Overlays now ignore the SpatiallyNestable scale, and render using only orientation, position and dimensions.
Added qDebug stream support for Transform class.
Adds a new option in the Avatar Basics section of the Avatar Settings.
API Accessible Functions:
MyAvatar.getUseAlternativeHand()
MyAvatar.setUseAlternativeHand()
Defaults to false (Right Hand). Will return True if set to Left Hand.
One for the tablet in HMD mode, one for desktop mode.
The default desktop mode scaling factor is now 75%, which should
reduce the size of the for users with low resolution monitors,
while still being somewhat readable.
* The space bubble around a player's avatar is now visualized. When another avatar enters a player's bubble, The bubble visualization will appear, a soft tone will play, and the "Bubble" HUD button will flash.
* The space bubble radius setting has been removed. Space bubble size now scales based on avatar scale.
* Space bubble collision detection is now more accurate and reliable.
* CTRL + N toggles the bubble.
* The "Bubble" HUD button has been moved to the proper location.
- remove parameters on the jitter buffer algorithm, these are now static
- remove parameters on the output starve detection algorithm, now static
- move interface audio settings to the Developer menu