- May 10, 2018
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juan-bobo authored
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joni authored
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Brian Peiris authored
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Brian Peiris authored
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Brian Peiris authored
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Brian Peiris authored
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Kevin Lee authored
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Kevin Lee authored
cleanup; adding additional checks for whether on mobile and VR (otherwise don't bother polling the gamepad api)
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- May 09, 2018
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Brian Peiris authored
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Brian Peiris authored
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Brian Peiris authored
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Kevin Lee authored
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Kevin Lee authored
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Kevin Lee authored
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Robert Long authored
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Robert Long authored
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Christopher Van Wiemeersch authored
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Christopher Van Wiemeersch authored
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Christopher Van Wiemeersch authored
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- May 08, 2018
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Brian Peiris authored
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Christopher Van Wiemeersch authored
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Brian Peiris authored
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Brian Peiris 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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Robert Long authored
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netpro2k authored
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Robert Long authored
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Brian Peiris authored
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- May 04, 2018
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Robert Long authored
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Robert Long authored
Added hack to exit scene when Oculus Go goes into standby. Clean up virtual gamepad controls on exit.
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netpro2k authored
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netpro2k authored
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netpro2k authored
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netpro2k authored
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Robert Long authored
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Robert Long authored
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Robert Long authored
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- May 03, 2018
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Robert Long authored
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Robert Long authored
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Kevin Lee authored
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