- Nov 10, 2018
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Greg Fodor authored
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- Nov 09, 2018
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Greg Fodor authored
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- Oct 30, 2018
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netpro2k authored
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- Oct 29, 2018
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johnshaughnessy authored
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- Oct 25, 2018
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johnshaughnessy authored
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- Oct 22, 2018
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johnshaughnessy authored
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johnshaughnessy authored
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- Oct 19, 2018
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johnshaughnessy authored
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- Oct 11, 2018
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Brian Peiris authored
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- Oct 05, 2018
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- Sep 28, 2018
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Brian Peiris authored
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Brian Peiris authored
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- Sep 27, 2018
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Brian Peiris authored
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- Sep 24, 2018
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Brian Peiris authored
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- Sep 22, 2018
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Brian Peiris authored
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- Aug 31, 2018
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Marshall Quander authored
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- Jul 04, 2018
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Marshall Quander authored
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- Jun 15, 2018
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Marshall Quander authored
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- Jun 06, 2018
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Robert Long authored
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- May 22, 2018
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Brian Peiris authored
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- May 21, 2018
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Kevin Lee authored
Use the teleport "hitPoint" instead of "newPosition" when calculating navNode. made a separate "resetPositionOnNavMesh()" function specifically for use with teleport instead of cloberring everything into "setPositionOnNavMesh()".
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- May 11, 2018
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Robert Long authored
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- May 10, 2018
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joni authored
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- May 07, 2018
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Kevin Lee authored
refactoring. Also making sure that navNode won't be null before clampStep if you try to teleport to an invalid (according to the navmesh) location.
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- May 03, 2018
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joni authored
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- May 01, 2018
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Kevin Lee authored
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- Apr 25, 2018
- Apr 23, 2018
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netpro2k authored
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- Apr 22, 2018
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Kevin Lee authored
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- Apr 20, 2018
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Kevin Lee authored
Sometimes won't teleport you if you're trying to teleport far (e.g. very high elevation change), but at least won't teleport you into the air.
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- Apr 18, 2018
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joni authored
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- Apr 09, 2018
- Mar 30, 2018
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Brian Peiris authored
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- Mar 27, 2018
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Kevin Lee authored
added aframe-extras navmesh/pathfinding for our character-controller; replaced nav-mesh with new, much smaller one generated with blender navigation mesh tool; limiting teleport to navmesh; moved duck to be closer to edge of table;
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- Mar 07, 2018
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netpro2k authored
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- Mar 05, 2018
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netpro2k authored
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- Mar 01, 2018
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Robert Long authored
* model-inflator component * Add <a-proxy-entity> * Update a-gltf-entity and a-proxy-entity * Update bone-visibility to use near zero scale. * Update naf-janus-adapter to master for testing * Update remote template * Fix typo in data-selector * Fix infinitely recurively attaching templates. * Update getNetworkedEntity. * Temp camera scale fix * Remove a-proxy-entity * Set player rig hips and head rotations. * Head and hand visibility. Controller positions WIP * Update yarn.lock * Fix nametag transform. nametag-transform -> billboard * Fix hand IK and watch positioning. * Remove unused avatar assets and components. * Re-implement avatar scaling for AR. * Remove avatar scale from character-controller. * Apply hand offset. * Set some rough hand offsets for vive * Remove setAttribute calls. * Use hand-controls2 offset locally. * Update audio feedback. * Extract billboard component. Fix setting nametag on load. * Fix GLTFCache and add setTimeout explanation. * Inline onLoad and onError * Made requested changes to ik-controller * Remove middle-eye entity. * Remove bone-visibility component. * Fix invRootToChest * Update networked aframe * Pass in handState to updateHand * Fix a-gltf-entity loading when cached.
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- Feb 23, 2018
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Robert Long authored
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