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Merge branch 'team-teaching' of https://github.com/highfidelity/hifi into punk

Sam Gateau committed 11 years ago

Commit eef80772 parents dd9cafc fe9c28546 files · +1447 −875Browse files

Showing the changes to interface/src/Application.cpp (1 of 46 files). Show all

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interface/src/Application.cpp+14−10
@@ -2199,6 +2199,9 @@ void Application::init() { · 2198 unmodified lines
2199 // initialize the GlowEffect with our widget2199 // initialize the GlowEffect with our widget
2200 bool glow = Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect);2200 bool glow = Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect);
2201 DependencyManager::get<GlowEffect>()->init(glow);2201 DependencyManager::get<GlowEffect>()->init(glow);
2202
2203 // Make sure any new sounds are loaded as soon as know about them.
2204 connect(tree, &EntityTree::newCollisionSoundURL, DependencyManager::get<SoundCache>().data(), &SoundCache::getSound);
2202}2205}
2203 2206
2204void Application::closeMirrorView() {2207void Application::closeMirrorView() {
@@ -2502,19 +2505,20 @@ void Application::update(float deltaTime) { · 297 unmodified lines
2502 _entitySimulation.unlock();2505 _entitySimulation.unlock();
2503 2506
2504 avatarManager->handleOutgoingChanges(_physicsEngine.getOutgoingChanges());2507 avatarManager->handleOutgoingChanges(_physicsEngine.getOutgoingChanges());
2505 avatarManager->handleCollisionEvents(_physicsEngine.getCollisionEvents());2508 auto collisionEvents = _physicsEngine.getCollisionEvents();
2509 avatarManager->handleCollisionEvents(collisionEvents);
2506 2510
2507 _physicsEngine.dumpStatsIfNecessary();2511 _physicsEngine.dumpStatsIfNecessary();
2508 }
2509 }
2510 2512
2511 if (!_aboutToQuit) {2513 if (!_aboutToQuit) {
2512 PerformanceTimer perfTimer("entities");2514 PerformanceTimer perfTimer("entities");
2513 // Collision events (and their scripts) must not be handled when we're locked, above. (That would risk deadlock.)2515 // Collision events (and their scripts) must not be handled when we're locked, above. (That would risk deadlock.)
2514 _entitySimulation.handleCollisionEvents(_physicsEngine.getCollisionEvents());2516 _entitySimulation.handleCollisionEvents(collisionEvents);
2515 // NOTE: the _entities.update() call below will wait for lock2517 // NOTE: the _entities.update() call below will wait for lock
2516 // and will simulate entity motion (the EntityTree has been given an EntitySimulation). 2518 // and will simulate entity motion (the EntityTree has been given an EntitySimulation).
2517 _entities.update(); // update the models...2519 _entities.update(); // update the models...
2520 }
2521 }
2518 }2522 }
2519 2523
2520 {2524 {