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v0.5.0: Mandatory Height Calibration Prompt, Compatibility with Relay Server v1.1.0, Enhanced People Panel, Various Refactors #80

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597e62b
WIP: refactoring SocketIO function groupings and names
parseccentric Oct 7, 2021
bc0f902
fixed a project-breaking infinite loop (sorry)
parseccentric Oct 7, 2021
0c1d779
refactored jslib C# functions into their own file
parseccentric Oct 11, 2021
6bad22c
attempt to refactor two functions to use SocketIOAdapter; various cle…
parseccentric Oct 12, 2021
388db47
refactored state catchup, added editor simulator tests, WIP: changing…
parseccentric Oct 12, 2021
c1b7f64
hotfix
parseccentric Oct 12, 2021
0b3fd02
Finished a prototype for mandatory height calibration prompt
Oct 13, 2021
4655fb8
added missing semicolons
parseccentric Oct 14, 2021
0f64a39
Merge branch 'develop' of https://github.com/gelic-idealab/komodo-uni…
parseccentric Oct 14, 2021
ea71c68
WIP: major networking refactor
parseccentric Oct 15, 2021
13a1919
bug fixes, refactors, renaming
parseccentric Oct 15, 2021
8bd0824
attempt to fix out-of-body experience during reconnect
parseccentric Oct 15, 2021
27e1540
fixed lock and visibility toggle functionality after state catch-up; …
parseccentric Oct 15, 2021
b20c2f7
increased max client count to 15
parseccentric Oct 15, 2021
b0792ea
fixed mistakes, added better visual display for connection
parseccentric Oct 15, 2021
f48d311
redesigned the mandatory height calibration prompt
Oct 15, 2021
0598897
bug fix
parseccentric Oct 15, 2021
6817d76
attempt to repair out-of-body experience
parseccentric Oct 15, 2021
ee6420e
re-added OnDisconnected handler
parseccentric Oct 16, 2021
a47b55f
display runtime app and build instead of configuration-time app and b…
parseccentric Oct 16, 2021
91ff79d
add failed to join or leave handlers, display client and session errors
parseccentric Oct 18, 2021
5a61f20
repair JSLIB es5 error
parseccentric Oct 18, 2021
3c87258
report runtime app and build instead of configuration-time version
parseccentric Oct 18, 2021
c1a55be
project settings
parseccentric Oct 18, 2021
8867f52
Merge branch 'Jonathan' into temp (manually fixed Main.unity)
parseccentric Oct 18, 2021
0149933
fixed code format and added documentation
Oct 18, 2021
9bf4e84
breaking change: connect to sync namespace instead of default namespace
parseccentric Oct 19, 2021
d7a2e10
fixed window.location.href bug
parseccentric Oct 19, 2021
1859360
improved connection status in menu
parseccentric Oct 19, 2021
5030589
other clients should now be removed when leaving or disconnected
parseccentric Oct 19, 2021
368db91
client names no longer overflow and are now white
parseccentric Oct 19, 2021
d6d9c9d
Merge branch 'develop' of https://github.com/gelic-idealab/komodo-uni…
parseccentric Oct 19, 2021
33c2f28
hotfix
parseccentric Oct 19, 2021
78b2920
process new server name event
parseccentric Oct 19, 2021
a721924
don't remove all clients when leaving session; refactor adding client…
parseccentric Oct 19, 2021
b453069
fix OnDestroy bug
parseccentric Oct 19, 2021
710dc6a
make quotes consistent
parseccentric Oct 19, 2021
b4107da
updated Unity. Modified files are mostly caused by the update. There …
Oct 20, 2021
f1caf63
Merge branch develop to tiltbrush
Oct 20, 2021
53c45fe
added fashion critique example dresses
parseccentric Oct 20, 2021
83edaeb
Merge branch 'tiltbrush' of github.com:gelic-idealab/komodo-unity int…
Oct 20, 2021
53cfdb0
use SocketIOEditorSimulator SessionDetails when useEditorModelsList i…
parseccentric Oct 20, 2021
9b5af9c
Merge branch 'tiltbrush' of github.com:gelic-idealab/komodo-unity int…
Oct 20, 2021
317fa00
fixed bug
parseccentric Oct 20, 2021
e1dbcff
renamed NetworkUpdate and InteractionUpdate
parseccentric Oct 21, 2021
2d50550
fix formatting, rename variables, break up large methods
parseccentric Oct 21, 2021
2ef5ad7
repaired bug where netObject messages would not be applied; minor ren…
parseccentric Oct 21, 2021
d899c92
successfully upgraded state catch-up to messaging system
parseccentric Oct 21, 2021
cb5e737
Tested out the lighting. No significant changes
Oct 21, 2021
40d66e1
merged with develop branch
Oct 21, 2021
3c005cd
Merge branch 'develop' into tiltbrush
Oct 21, 2021
f6908a6
Adjust lighting in both Main and Outdoor scenes.
Oct 21, 2021
7f0bd71
added fashion environment, eight garment display stands; unchecked us…
parseccentric Oct 25, 2021
fe00336
moved ModelImport (spawn location) up
parseccentric Oct 25, 2021
7cc463c
successfully made ModelImport location changeable in editor
parseccentric Oct 25, 2021
f5a9ad5
attempt to fix infinite-looping lock and visibility behavior
parseccentric Oct 25, 2021
037b87d
attempt to make client leave on tab close
parseccentric Oct 26, 2021
7456550
project settings
parseccentric Oct 26, 2021
786bf6d
replace OnApplicationQuit with jslib workaround
parseccentric Oct 26, 2021
c6fc75f
repaired path to shader support file in shader files
parseccentric Oct 26, 2021
516914a
tweak lighting slightly
parseccentric Oct 26, 2021
96e8d1c
mock HMD and possibly other settings
parseccentric Nov 1, 2021
508b74d
moved files; removed mannequins; improved lighting
parseccentric Nov 2, 2021
18651ff
meta
parseccentric Nov 10, 2021
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8 changes: 8 additions & 0 deletions Komodo/Assets/Blender.meta

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78 changes: 78 additions & 0 deletions Komodo/Assets/DarkBackdrop.mat
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8 changes: 8 additions & 0 deletions Komodo/Assets/DarkBackdrop.mat.meta

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78 changes: 78 additions & 0 deletions Komodo/Assets/DarkStage.mat
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8 changes: 8 additions & 0 deletions Komodo/Assets/DarkStage.mat.meta

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18 changes: 18 additions & 0 deletions Komodo/Assets/GrabManager.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GrabManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{

}

// Update is called once per frame
void Update()
{

}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
@@ -1,13 +1,15 @@
// 'esversion: 6'

// Replace these with your own server's URLs.

// Tip: if you need to change this on-the-fly, you can edit this file without rebuilding. It's also possible to use the inspector to inspect the VR frame and call `window.RELAY_API_BASE_URL="<your-server-url>"`, if for some reason you need to do that in real time.

var RELAY_BASE_URL = "http://localhost:3000";
var API_BASE_URL = "http://localhost:4040";

var VR_BASE_URL = "https://localhost:8123"; //TODO -- change this to a better default

// init globals which Unity will assign when setup is done.
var socket = null;
var sync = null;
var chat = null;

/**
Expand All @@ -26,12 +28,66 @@ var getParams = function (url) {
var pair = vars[i].split('=');
params[pair[0]] = decodeURIComponent(pair[1]);
}

return params;
};

let params = getParams(window.location.href);
var params = getParams(window.location.href);

console.log(params);

// Removes everything after the "?" in the input string.
var removeQuery = function (url) {
var splitUrl = url.split("?");

if (splitUrl.length != 2) {
console.warn("Query was not removed.");

return url;
}

return splitUrl[0];
};

// Replaces the hard-coded base URL
var removeVRBaseUrl = function (url) {
var baselessURL = url.replace(VR_BASE_URL, "");

if (baselessURL == url) {
console.warn("Base URL was not removed.");

return url;
}

return baselessURL;
};

var splitAppAndBuild = function (appAndBuild) {
var splitString = appAndBuild.split("/");

if(splitString.length != 4) {
console.error("could not split app and build");

return {app: appAndBuild, build: ""};
}

var app = splitString[1];

var build = splitString[2];

return {app: app, build: build};
};

var runtimeAppAndBuild = removeVRBaseUrl(removeQuery(window.location.href));

//console.log(runtimeAppAndBuild);

// TODO(Brandon): in the future, pass app and build as separate details like this:
// var result = splitAppAndBuild(runtimeAppAndBuild);
// var runtimeApp = result.app;
// var runtimeBuild = result.build;
// ...then pass it in in request.onload below.

// Client and session params supplied by portal iframe src
var session_id = Number(params.session);
var client_id = Number(params.client);
Expand All @@ -40,6 +96,8 @@ var playback_id = Number(params.playback);

// wrapper `details` object to be populated by api call and passed to Unity
// NOTE(rob): Unity cannot deserialize raw arrays
// NOTE(Brandon): "build" here refers to the lab configuration set by the instructor
// ... build may differ at runtime for admin and instructor users
var details = {
assets: [],
build: "",
Expand All @@ -51,7 +109,7 @@ var details = {
session_name: "",
start_time: "",
users: []
}
};

// fetch lab details from portal api
var url = API_BASE_URL + "/labs/" + session_id.toString();
Expand All @@ -63,16 +121,16 @@ request.send();
request.onload = function(){
let res = request.response;
console.log(res);

// session details
details.build = res.build;
details.build = runtimeAppAndBuild;
details.course_id = res.course_id;
details.create_at = res.create_at;
details.description = res.description;
details.end_time = res.end_time;
details.session_id = res.session_id;
details.session_name = res.session_name;
details.start_time = res.start_time;

details.users = res.users;

let assets_response = res.assetList;
Expand Down
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