Skip to content

Commit

Permalink
Fix some comment refs to specify which mike
Browse files Browse the repository at this point in the history
  • Loading branch information
mikeskydev committed Jan 5, 2024
1 parent f457575 commit a93e4b4
Show file tree
Hide file tree
Showing 10 changed files with 17 additions and 17 deletions.
2 changes: 1 addition & 1 deletion Assets/Editor/BuildTiltBrush.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1793,7 +1793,7 @@ public static void OnPostProcessBuild(BuildTarget target, string path)
project.AddFrameworkToProject(pbxTarget, "Security.framework", false);
project.AddFrameworkToProject(pbxTarget, "CoreData.framework", false);
// disable bitcode due to issue with Cardboard plugin (b/27129333)
// TODO:Mike - I've disabled this disable, does bitcode work now?
// TODO:Mikesky - I've disabled this disable, does bitcode work now?
//project.SetBuildProperty(pbxTarget, "ENABLE_BITCODE", "false");

File.WriteAllText(pbxPath, project.WriteToString());
Expand Down
2 changes: 1 addition & 1 deletion Assets/Scripts/App.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1966,7 +1966,7 @@ public static bool InitModelLibraryPath(string[] defaultModels)
{
string modelsDirectory = ModelLibraryPath();

// TODO:Mike - Re-enable this check in a few versions,
// TODO:Mikesky - Re-enable this check in a few versions,
// and remove the one in the obj removal loop.

// if (Directory.Exists(modelsDirectory)) { return true; }
Expand Down
2 changes: 1 addition & 1 deletion Assets/Scripts/Input/DetectLogitechVrPen.cs
Original file line number Diff line number Diff line change
Expand Up @@ -79,7 +79,7 @@ public void Initialize(int deviceIndex)

public static bool IsLogitechPen(uint deviceIndex)
{
// TODO:Mike The code below shows the process of determining the connected controller is the Logitech stylus, by finding the type of controller.
// TODO:Mikesky The code below shows the process of determining the connected controller is the Logitech stylus, by finding the type of controller.

// ETrackedPropertyError error = ETrackedPropertyError.TrackedProp_Success;
// uint bufferCapacity = OpenVR.System.GetStringTrackedDeviceProperty(
Expand Down
8 changes: 4 additions & 4 deletions Assets/Scripts/OverlayManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -637,14 +637,14 @@ private IEnumerator<Null> ConsumeAsProgress(IEnumerator<float> coroutine)

public void RenderLogo(double progress)
{
// TODO:Mike Temp hack to set correct logo progress
// TODO:Mikesky Temp hack to set correct logo progress
if (m_OverlayMode == OverlayMode.Default)
{
m_Overlay.GetComponent<GvrOverlay>().Progress = (float)progress;
return;
}

// TODO:Mike Old code which is generating an image, then submitting to platform specific compositor.
// TODO:Mikesky Old code which is generating an image, then submitting to platform specific compositor.
RenderTexture.active = m_GUILogo;
GL.Clear(true, true, m_BackgroundColor);
GL.PushMatrix();
Expand Down Expand Up @@ -676,14 +676,14 @@ public void RenderLogo(double progress)

public void SetText(string text)
{
// TODO:Mike Temp hack to set correct logo progress
// TODO:Mikesky Temp hack to set correct logo progress
if (m_OverlayMode == OverlayMode.Default)
{
m_Overlay.GetComponent<GvrOverlay>().MessageStatus = text;
return;
}

// TODO:Mike Old code which is generating text glyphs, then submitting to compositor
// TODO:Mikesky Old code which is generating text glyphs, then submitting to compositor
var settings = new TextGenerationSettings();
settings.font = m_Font;
settings.color = m_TextColor;
Expand Down
2 changes: 1 addition & 1 deletion Assets/Scripts/Rendering/RenderWrapper.cs
Original file line number Diff line number Diff line change
Expand Up @@ -230,8 +230,8 @@ public void OnPreRender()
m_isRecording = (VideoRecorderUtils.ActiveVideoRecording != null) &&
VideoRecorderUtils.ActiveVideoRecording.IsCapturing;

// TODO:Mike - setting MSAA seems to crash quest when in Vulkan
#if UNITY_ANDROID || UNITY_IOS
// TODO:Mikesky - setting MSAA seems to crash quest when in Vulkan

int msaa = QualityControls.m_Instance.MSAALevel;
// MSAA disabled in QualityControls = 0, but render texture wants 1.
Expand Down
2 changes: 1 addition & 1 deletion Assets/Scripts/SceneScript.cs
Original file line number Diff line number Diff line change
Expand Up @@ -131,7 +131,7 @@ public CanvasScript ActiveCanvas
{
ActiveCanvasChanged?.Invoke(prev, m_ActiveCanvas);
// This will be incredibly irritating, but until we have some other feedback...
// TODO:Mike - replace this popup (console?)
// TODO:Mikesky - replace this popup (console?)
// OutputWindowScript.m_Instance.CreateInfoCardAtController(
// InputManager.ControllerName.Brush,
// string.Format("Canvas is now {0}", ActiveCanvas.gameObject.name),
Expand Down
2 changes: 1 addition & 1 deletion Assets/Scripts/Sharing/DriveAccess.cs
Original file line number Diff line number Diff line change
Expand Up @@ -116,7 +116,7 @@ private static string GetDeviceId()
case RuntimePlatform.Android:
return GetAndroidId();
case RuntimePlatform.IPhonePlayer:
// TODO:Mike - iOS ID generation
// TODO:Mikesky - iOS ID generation
Debug.LogError("Host id not implemented for iOS");
return "iOS-unknown";
default:
Expand Down
2 changes: 1 addition & 1 deletion Assets/Scripts/SketchControlsScript.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1273,7 +1273,7 @@ void UpdateBaseInput()
&& m_GrabBrush.grabbingWorld == false
&& m_CurrentGazeObject == -1 // free up swipe for use by gaze object
&& (m_ControlsType != ControlsType.SixDofControllers || InputManager.Brush.IsTrackedObjectValid)
// TODO:Mike - very hacky
// TODO:Mikesky - very hacky
&& SketchSurfacePanel.m_Instance.ActiveTool.m_Type != BaseTool.ToolType.MultiCamTool;

if (m_EatToolScaleInput)
Expand Down
10 changes: 5 additions & 5 deletions Assets/Scripts/VrSdk.cs
Original file line number Diff line number Diff line change
Expand Up @@ -129,7 +129,7 @@ void Awake()
InputDevices.deviceConnected += OnUnityXRDeviceConnected;
InputDevices.deviceDisconnected += OnUnityXRDeviceDisconnected;

// TODO:Mike - We need to set a controller style, is it best here or is it best later when controllers register themselves?
// TODO:Mikesky - We need to set a controller style, is it best here or is it best later when controllers register themselves?
// Does this entire system need a rethink for the 'modularity' of the XR subsystem?
InputDevice tryGetUnityXRController = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
if (!tryGetUnityXRController.isValid)
Expand Down Expand Up @@ -409,7 +409,7 @@ static private bool IsClockwiseConvex(Vector3[] points)
return true;
}

// TODO:Mike - This function is only used in SteamVR's version of RefreshRoomBoundsCache
// TODO:Mikesky - This function is only used in SteamVR's version of RefreshRoomBoundsCache
// /// Converts from SteamVR axis conventions and units to Unity
// static private Vector3 UnityFromSteamVr(HmdVector3_t v)
// {
Expand Down Expand Up @@ -499,7 +499,7 @@ public void SetControllerStyle(ControllerStyle style)
break;
case ControllerStyle.OculusTouch:
{
// TODO:Mike - comment below is correct, this won't work!
// TODO:Mikesky - comment below is correct, this won't work!
// Need a new way to detect between the different headsets.
// Note that other controllers that match the touch controller profile
// register as OculusTouch, so will fall into the same loop here.
Expand Down Expand Up @@ -576,7 +576,7 @@ public ControllerInfo CreateControllerInfo(BaseControllerBehavior behavior, bool
{
// if (App.Config.m_SdkMode == SdkMode.SteamVR)
// {
// // TODO:Mike - set to return the default instead.
// // TODO:Mikesky - set to return the default instead.
// return new NonVrControllerInfo(behavior);
// //return new SteamControllerInfo(behavior);
// }
Expand Down Expand Up @@ -604,7 +604,7 @@ public bool TrySwapLeftRightTracking()
{
bool leftRightSwapped = true;

// TODO:Mike - swapping controller hands in. The Oculus specific stuff might actually be better than SteamVR here? See main branch.
// TODO:Mikesky - swapping controller hands in. The Oculus specific stuff might actually be better than SteamVR here? See main branch.
if (App.Config.m_SdkMode == SdkMode.UnityXR)
{
UnityXRControllerInfo wandInfo = InputManager.Wand as UnityXRControllerInfo;
Expand Down
2 changes: 1 addition & 1 deletion Assets/Scripts/Widgets/GrabWidget.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1585,7 +1585,7 @@ virtual public void AssignControllerMaterials(InputManager.ControllerName contro

// If the widget is pinned, don't pretend like we can snap it to things.
bool show = m_AllowSnapping && !Pinned;
// TODO:Mike 'SnapEnabled' is controlled by the new snap panel, rather than button input.
// TODO:Mikesky 'SnapEnabled' is controlled by the new snap panel, rather than button input.
// This breaks using this button to quickly toggle on a grabbed object.
// Disabling icon for now to avoid confusion.
// InputManager.GetControllerGeometry(m_InteractingController)
Expand Down

0 comments on commit a93e4b4

Please sign in to comment.