David Rowe
7d36ec9520
Miscellaneous fixes
2016-04-01 17:30:22 +13:00
Brad Hefta-Gaub
1e7a69fb90
Merge pull request #7523 from zzmp/fix/tex-load-fixup
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Render alpha textures immediately
2016-03-31 21:04:04 -07:00
Brad Hefta-Gaub
7f041ec18e
Merge pull request #7529 from jherico/texture_stress_test
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Add texture stress test
2016-03-31 21:01:39 -07:00
Brad Hefta-Gaub
16f249ce6c
Merge pull request #7524 from jherico/oculus_audio
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Allow display plugins to expose a preferred audio device
2016-03-31 19:09:46 -07:00
Brad Davis
ef7febfcaf
Merge pull request #7533 from zzmp/fix/model-release-texs
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Release textures from cache
2016-03-31 18:58:01 -07:00
Eric Levin
8176852503
removed extra space
2016-03-31 18:50:24 -07:00
Eric Levin
e0f843d6eb
removes extra space
2016-03-31 18:49:51 -07:00
David Rowe
1f0529b5ea
Miscellaneous fixes
2016-04-01 14:13:38 +13:00
Stephen Birarda
fc8707dc05
add suppression for unreasonable sequence number messages
2016-03-31 18:04:13 -07:00
Anthony J. Thibault
3d43f73a88
Application: don't call Model::simulate on network thread.
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This can cause a crash.
On startup the Application::processOctreeStats method on the network thread will call into entities entity->isReadyToComputeShape() (without a tree lock) and trigger Model::simulate. Model is NOT thread safe. This was leading to a single model to be initialized on two threads simultaneously.
This might be somewhat rare, I only caught it because I was running a debug build.
2016-03-31 17:57:20 -07:00
Stephen Birarda
5ab59fe770
suppress overflown AudioRingBuffer debug
2016-03-31 17:53:39 -07:00
Seth Alves
7a509447cf
Merge branch 'master' of github.com:highfidelity/hifi into equip-via-thumb
2016-03-31 17:21:17 -07:00
Zach Pomerantz
809b489146
Don't cache 0-sized Resources
2016-03-31 17:15:20 -07:00
Clément Brisset
588a5da3ca
Merge pull request #7525 from sethalves/fix-load-from-disk
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Fix load from disk
2016-03-31 17:04:33 -07:00
Zach Pomerantz
33d56d974e
Set texture size in cache post-proc
2016-03-31 17:02:40 -07:00
Zach Pomerantz
b80f0fc8a6
Add actual byte size to Resource
2016-03-31 17:02:40 -07:00
Zach Pomerantz
9d3abe5513
Release texs when models are cached
2016-03-31 17:02:40 -07:00
Clément Brisset
dc1d3a8ff5
Merge pull request #7527 from zzmp/fix/model-cache-delay
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Fix model fetch delay
2016-03-31 16:59:27 -07:00
David Rowe
b900fcbbf0
Back out attempt at fixing OSX styling
2016-04-01 12:43:30 +13:00
Seth Alves
e8d58483aa
fix typo
2016-03-31 16:37:08 -07:00
Atlante45
0409479a12
CR
2016-03-31 16:36:34 -07:00
Seth Alves
0e643a1555
debugging prints
2016-03-31 16:26:54 -07:00
Anthony J. Thibault
d670853941
AnimDebugDraw: enable bound now that culling works. :)
2016-03-31 16:10:04 -07:00
Atlante45
31942d9a73
Code cleanup
2016-03-31 16:09:54 -07:00
Brad Hefta-Gaub
bbca1ba6db
only do depth reticle depth check when the reticle is visible
2016-03-31 15:58:37 -07:00
Brad Davis
27406f5b21
Add texture stress test
2016-03-31 15:13:04 -07:00
Anthony J. Thibault
bc967f0ab0
Model: update renderItems when items are added to the scene.
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* Renamed enqueueLocationChange to updateRenderItems
* Call updateRenderItems when models are added to the scene.
This will fix entity render bounds being incorrect when they are first added to the scene,
then later being correct after a position update.
* Renamed getMeshPartBound to getRenderableMeshBound.
* Avatar now uses getRenderableMeshBound() to do boundingRadius vs frustum check.
* Model::getRenderableMeshBound now returns a more accurate bound, because it is the same one used for rendering.
This will fix avatar freezing, when they are in the corner of your frustum.
This was due to matrices not being updated because the avatar had to a small bounding sphere.
2016-03-31 14:59:27 -07:00
Anthony J. Thibault
635f58629a
MeshPartPayload: remove dead code
2016-03-31 14:58:25 -07:00
David Rowe
a2953595a5
Tweak spinbox fields for large values
2016-04-01 10:23:39 +13:00
Ryan Huffman
1c1158b761
Add Windows manifest to interface.exe
2016-03-31 14:20:19 -07:00
Seth Alves
63595e196e
fix batch-loaded local scripts
2016-03-31 14:02:47 -07:00
David Rowe
048865fb09
Style spin buttons
2016-04-01 09:55:27 +13:00
Seth Alves
a8b4d1a379
ray follows controller
2016-03-31 13:46:00 -07:00
Seth Alves
a89735cb76
integrate Philip's changes to distance grabbing
2016-03-31 13:29:31 -07:00
Brad Davis
97e96f7b67
PR comments
2016-03-31 13:19:26 -07:00
Seth Alves
6dec015b85
Merge branch 'master' of github.com:highfidelity/hifi into equip-via-thumb
2016-03-31 13:18:47 -07:00
Zach Pomerantz
bc2901aa96
Fix model fetch delay
2016-03-31 12:54:23 -07:00
David Rowe
dbd6b9e90b
Use monospace font for textarea fields
2016-04-01 08:50:11 +13:00
Seth Alves
aea06914b4
Merge branch 'master' of github.com:highfidelity/hifi into fix-load-from-disk
2016-03-31 11:45:48 -07:00
Atlante45
86b425143b
Use Mbps for max bandwith
2016-03-31 11:03:06 -07:00
howard-stearns
1df9a57e58
Merge branch 'master' of https://github.com/highfidelity/hifi into fbx-reader-safety
2016-03-31 10:56:55 -07:00
Zach Pomerantz
e4cba14333
Avoid recreating model items when adding to scene
2016-03-31 10:46:51 -07:00
Zach Pomerantz
377a20e983
Use default texs for empty json
2016-03-31 10:46:51 -07:00
Zach Pomerantz
984bacdae3
Rearrange model entity render to reduce flicker
2016-03-31 10:46:51 -07:00
Zach Pomerantz
3de5f73a1f
Fixup model on tex load
2016-03-31 10:46:51 -07:00
Atlante45
a3b771c4dc
UdtTest uses Mbps
2016-03-31 10:46:09 -07:00
Brad Davis
b53968fd64
Add automatic switching the Oculus headphones and mic when activating the plugin
2016-03-31 10:33:11 -07:00
Andrew Meadows
74633ca8c8
Merge pull request #7522 from ZappoMan/optimizeFindZones
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optimize checkEnterLeaveEntities() to do distance check and stationary checks less frequently
2016-03-31 10:14:32 -07:00
howard-stearns
258ffbc8ac
Merge branch 'master' of https://github.com/highfidelity/hifi into fbx-reader-safety
2016-03-31 10:08:01 -07:00
Seth Alves
cfa847ba54
don't put empty folders at end of scripts tree. allow /~/ to work from outside scripts
2016-03-31 09:45:28 -07:00