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Merge remote-tracking branch 'upstream/master' into plugins

Brad Davis committed 11 years ago

Commit 27587182 parents 912c003 118444638 files · +1519 −920Browse files

Showing the changes to interface/src/Application.cpp (1 of 38 files). Show all

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interface/src/Application.cpp+14−10
@@ -2124,6 +2124,9 @@ void Application::init() { · 2123 unmodified lines
2124 // initialize the GlowEffect with our widget2124 // initialize the GlowEffect with our widget
2125 bool glow = Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect);2125 bool glow = Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect);
2126 DependencyManager::get<GlowEffect>()->init(glow);2126 DependencyManager::get<GlowEffect>()->init(glow);
2127
2128 // Make sure any new sounds are loaded as soon as know about them.
2129 connect(tree, &EntityTree::newCollisionSoundURL, DependencyManager::get<SoundCache>().data(), &SoundCache::getSound);
2127}2130}
2128 2131
2129void Application::closeMirrorView() {2132void Application::closeMirrorView() {
@@ -2427,19 +2430,20 @@ void Application::update(float deltaTime) { · 297 unmodified lines
2427 _entitySimulation.unlock();2430 _entitySimulation.unlock();
2428 2431
2429 avatarManager->handleOutgoingChanges(_physicsEngine.getOutgoingChanges());2432 avatarManager->handleOutgoingChanges(_physicsEngine.getOutgoingChanges());
2430 avatarManager->handleCollisionEvents(_physicsEngine.getCollisionEvents());2433 auto collisionEvents = _physicsEngine.getCollisionEvents();
2434 avatarManager->handleCollisionEvents(collisionEvents);
2431 2435
2432 _physicsEngine.dumpStatsIfNecessary();2436 _physicsEngine.dumpStatsIfNecessary();
2433 }
2434 }
2435 2437
2436 if (!_aboutToQuit) {2438 if (!_aboutToQuit) {
2437 PerformanceTimer perfTimer("entities");2439 PerformanceTimer perfTimer("entities");
2438 // Collision events (and their scripts) must not be handled when we're locked, above. (That would risk deadlock.)2440 // Collision events (and their scripts) must not be handled when we're locked, above. (That would risk deadlock.)
2439 _entitySimulation.handleCollisionEvents(_physicsEngine.getCollisionEvents());2441 _entitySimulation.handleCollisionEvents(collisionEvents);
2440 // NOTE: the _entities.update() call below will wait for lock2442 // NOTE: the _entities.update() call below will wait for lock
2441 // and will simulate entity motion (the EntityTree has been given an EntitySimulation). 2443 // and will simulate entity motion (the EntityTree has been given an EntitySimulation).
2442 _entities.update(); // update the models...2444 _entities.update(); // update the models...
2445 }
2446 }
2443 }2447 }
2444 2448
2445 {2449 {

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