{"shas":[["b28b2dc55cffb9cf4aeed4867f5c396278e1995a","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Bump version to v0.0.14","Ewen Cheslack-Postava"],["e2ebc112e45a8994a6f158bbf8c28e86b9200130","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Make simpleStorage always invoke user code with system.self set appropriately.\n\nMake simpleStorage listen for onPresenceConnected as well as lookup a\npresence from storage, and invoke the user code only once one of the\ntwo has occurred. This allows it to properly handle (without a race\nfor the user code) system-initiated presences and those reloaded from\nstorage. Fixes #402.","Ewen Cheslack-Postava"],["503913ff507af7d4afefd99484208dc9e1c5949d","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Log when loading of a mesh begins for debugging purposes.","Ewen Cheslack-Postava"],["dd2bc63f28724478b17669d9510f05852b10b0c4","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Cap number of textures Ogre plugin will load for single model. Fixes #403.","Ewen Cheslack-Postava"],["4f0a06b06507be6aec6c0ed52716de53e3fa6126","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Fix missing newline in reporting GUI exceptions.","Ewen Cheslack-Postava"],["44dc2ab93b9cedd42c80f2b3aa322f452cbfb3d1","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Fix use of undefined object in SetMesh GUI, make it use optimized meshes instead of originals.","Ewen Cheslack-Postava"],["a16105c1ed9ebabd2c14947a7cbfaf5b63685fea","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Remove unused fields from SubMeshGeometry, they are now stored in SkinController.","Ewen Cheslack-Postava"],["6d428987de20c64add95f79f78e728800006d877","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Remove garbage text that somehow got into testStartAnimations.em.","Ewen Cheslack-Postava"],["2cb17acf1a37e93c8f7e2a59c1e097379294eb72","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Make SingleMaterialGeometryFilter use much less memory.\n\nRework SingleMaterialGeometryFilter to reduce the vertex data as it\ncopies each SubMeshGeometry for each material used. The only case it\nshould still use a lot of memory is if there is a large\nSubMeshGeometry containing primitives using different materials but\nwhich share a lot of the underlying vertex data (therefore requiring a\nlot of duplication). Fixes #401.","Ewen Cheslack-Postava"],["b8791e21a2a3259d9c4cbeec18336a6833590c7f","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Fix uint -> uint32.","Ewen Cheslack-Postava"],["15d9d98783e8356355b545e436224354c5c96638","e60c7757a4045d9857f488cc41812af487dfec0a@stanford.edu","Added a unit test for serialization tests.  It looks like there's an\nerror with how we deserialize arrays.  Apparently still doesn't test\nfor Zhihong's bug though.  Still need to add test for that as well.","bmistree"],["ff19e3404b18f91b4e85a51d9f25ca49bdc64c13","e60c7757a4045d9857f488cc41812af487dfec0a@stanford.edu","Added additional test to serializationTest script that checks if\nchained prototypes are being deserialized correctly.  Looks like the\naren't.  This could be the bug with serializing and deserializing functions.","bmistree"],["dc4cd80e2a09a7f68eea88c8055177460b0a1b86","e60c7757a4045d9857f488cc41812af487dfec0a@stanford.edu","In jsserializer, incorrect logic in deciding when to and when not to\nserialize prototype properties.  Previously, if a property appeared\nboth in the prototype and on the object, we would only serialize the\nprototype.","bmistree"],["779e9acaf8aa05f8201d62fae34c5ff1a4ab6ad1","e60c7757a4045d9857f488cc41812af487dfec0a@stanford.edu","Made it so that can register multiple onPresenceConnected functions,\nwhich are individually clearable (similar to how you can clear\nproximityAdded functions).  Also clears bug where you couldn't create\nmultiple presences back-to-back quickly by clearing presenceConnected\nfunction in simpleStorage.em.","bmistree"],["984507d8adfce88f0f9d164d66de7f0e71ac14a6","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Apply scale-to-unit-size transformation before raytracing.\n\nWhile meshBounds was taking into account the scale-to-unit-size\ntransform that needs to be applied to meshes before using them, the\nraytrace function was not. For meshes that weren't even close to unit\nscale, this resulted in odd results, often way outside the bounds of\nthe object. Compute the scale factor and apply it by adding a\ntransformation parameter to the raytracing methods. Fixes #406.","Ewen Cheslack-Postava"],["26a322589b396189c8eb6ec15c1512b2159de5bf","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Make all ProxyObject listener interfaces take the ProxyObject triggering the event.","Ewen Cheslack-Postava"],["17f14ae1386f062cb7385939f339cd18926d4f9e","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Centralize mesh loading decisions and add limit to maximum simultaneous meshes.\n\nRename a few methods in Entity and centralize mesh loading decisions\nin the DownloadPlanner classes. Add a cap to the maximum number of\nobjects and besides loading, make the DownloadPlanners track whether\nthey need to swap currently loaded and unloaded objects due to changes\nin priority. Reduce the frequency of these checks as we generally\ndon't expect such fast changes. Fixes #404.","Ewen Cheslack-Postava"],["ab6438aaba831eeb02adad6e7d7cf96ff2f5965c","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Expose maximum number of objects parameter via Invokable setMaxObjects().\n\nMake maximum number of objects a parameter for all implementations of\nResourceDownoadPlanner. Expose it via the Invokable interface and add\nEmerson wrappers for it. Update DistanceDownloadPlanner to respond to\nchanges in the parameter, in addition to the changes to priorities it\nalready handled.","Ewen Cheslack-Postava"],["0d567fe9334a26ad5b8b2b3acf6a9f07217bf249","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","Change ToCString to FromV8String and use it for string conversions.\n\nGet rid of the relatively dangerous ToCString (which would never\naccount for string length, meaning it couldn't handle null characters\nproperly). Replace it with FromV8String which uses a real String\ninstead of char*, handles length properly, and only works for\nconverting UTF-8, which is what we should always be using. Get rid of\nall uses of v8::String::AsciiValue so we know we're converting UTF-8\nproperly.","Ewen Cheslack-Postava"],["bfefb1470f0ee0000946fa25e8fd2f27dc1354ff","9eaa163268983f1f2764c7c9b2a9a29a4682c464@cs.stanford.edu","After a timeout, force WebViews to restart when they go unresponsive. Fixes #407.","Ewen Cheslack-Postava"]],"ref":"refs/heads/master","size":60,"head":"c2eeb570c191d47d56e923a46eb807c2a979eb1f","push_id":39955710}