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<title>viewer.git/indra/newview/llface.h, branch 26.3</title>
<subtitle>Megapahit's fork of the Second Life viewer.
</subtitle>
<id>https://megapahit.org/viewer.git/atom?h=26.3</id>
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<updated>2026-07-22T04:40:35Z</updated>
<entry>
<title>Revert "Merge pull request #5829 from secondlife/geenz/texture-quality"</title>
<updated>2026-07-22T04:40:35Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@geenzo.com</email>
</author>
<published>2026-07-22T04:40:35Z</published>
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<id>urn:sha1:55e94847b4270d7f71016fe651800ef9e43b4bc5</id>
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This reverts commit 6b4e3f3288ec1e9917cecd862a7a52945e5b4db2, reversing
changes made to 99ab6316b4ae9058f22d9f57d21e795ca45797fd.
</content>
</entry>
<entry>
<title>Revert "Geenz/texture loading speed (#5985)"</title>
<updated>2026-07-22T04:38:20Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@geenzo.com</email>
</author>
<published>2026-07-22T04:38:20Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=91c11c8d87c963f2b17e45b525396bf8c8386c26'/>
<id>urn:sha1:91c11c8d87c963f2b17e45b525396bf8c8386c26</id>
<content type='text'>
This reverts commit a937b237de3651e79cdb517f14381a5bdd4c844b.
</content>
</entry>
<entry>
<title>Geenz/texture loading speed (#5985)</title>
<updated>2026-07-09T12:09:24Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@lindenlab.com</email>
</author>
<published>2026-07-09T12:09:24Z</published>
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<id>urn:sha1:a937b237de3651e79cdb517f14381a5bdd4c844b</id>
<content type='text'>
* Add more controls for texture loading budgets.  Should yield much faster loading within a given FPS target - should generally self regulate depending on your framerate.

* Harden texture pipeline against stalls and OOM.  Generally makes texture loading faster, at the expense of some budgeting (which we weren't doing a great job at anyways).</content>
</entry>
<entry>
<title>Rework texture streaming and tracking.</title>
<updated>2026-05-13T00:23:44Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@geenzo.com</email>
</author>
<published>2026-05-13T00:23:44Z</published>
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<id>urn:sha1:82db4943e011fc65e9a0b87990abb49b898a7782</id>
<content type='text'>
This is a big one:
- Reworks the discard signal almost entirely.  Now has a normalized 0..1 discard signal: distance x size x channel exponent, floored by staleness and background app state.  Shaped by VRAM pressure.
- Textures can now scale down to the smallest GPU mip (1×1), independent of the codec's encoded mip
  count.
- Terrain texture LOD now works.  Useful for 2K textures and PBR on terrain.  Based upon camera distance to nearest terrain patch.
- New texture quality setting.  Low/Medium/High/Ultra
  - Caps texture resolution on Low to 1024, and otherwise shifts the discard signal around.  Makes distance based texture LOD work a lot more predictably.
- We now track last bind state for textures, and discard accordingly.  We progressively discard based upon last bind time.
- Avatar textures get a residency boost to stay loaded in VRAM longer under pressure.
</content>
</entry>
<entry>
<title>#2975 PBR support for planar aligment</title>
<updated>2026-01-29T23:07:21Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>117672381+akleshchev@users.noreply.github.com</email>
</author>
<published>2026-01-28T01:43:43Z</published>
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<id>urn:sha1:98d7f697ce5d7509a4dabde877de2856e27892dd</id>
<content type='text'>
Since checkbox is shared between pbr and normal textures, I'm making it affect both for now.
</content>
</entry>
<entry>
<title>Replace boost noncopyable and undefined function usage with modern c++ deleted operator and constructor</title>
<updated>2025-11-30T17:22:22Z</updated>
<author>
<name>Rye</name>
<email>rye@alchemyviewer.org</email>
</author>
<published>2025-11-28T18:49:27Z</published>
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<id>urn:sha1:afb1f4d692bb593b3f200d490dd3f8fdeab8d279</id>
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</content>
</entry>
<entry>
<title>Follow-up null checks on mVObjp to prevent crashes</title>
<updated>2025-11-13T08:18:19Z</updated>
<author>
<name>Hecklezz</name>
<email>tj8@live.com.au</email>
</author>
<published>2025-11-13T05:55:28Z</published>
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<id>urn:sha1:4b78edbd1cd62b34f0b3f2b98ab4398437c6bc4d</id>
<content type='text'>
Signed-off-by: Hecklezz &lt;tj8@live.com.au&gt;
</content>
</entry>
<entry>
<title>Profile guided optimization pass (#2582)</title>
<updated>2024-09-16T23:49:03Z</updated>
<author>
<name>Dave Parks</name>
<email>davep@lindenlab.com</email>
</author>
<published>2024-09-16T23:49:03Z</published>
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<id>urn:sha1:486613e79bb96b838121f627ef73b1293ee18c12</id>
<content type='text'>
- Tune up LLJointRiggingInfoTab
- Visualize joint bounding boxes when visualizing joints
- Use LLJointRiggingInfo to caclulate desired resolution of a texture
- Throttle calls to calcPixelArea
- Fetch MeshSkinInfo immediately when header is received</content>
</entry>
<entry>
<title>#2438 Address frame stalls in updateImageDecodePriority</title>
<updated>2024-08-28T18:14:58Z</updated>
<author>
<name>RunitaiLinden</name>
<email>davep@lindenlab.com</email>
</author>
<published>2024-08-28T18:14:58Z</published>
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<id>urn:sha1:1f58884db9c026c1a74f693fc84e37a2f66830e3</id>
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</content>
</entry>
<entry>
<title>#1922 Make PBR scale and offset crosshair work like Texture crosshair do</title>
<updated>2024-08-08T11:40:23Z</updated>
<author>
<name>Alexander Gavriliuk</name>
<email>alexandrgproductengine@lindenlab.com</email>
</author>
<published>2024-08-07T18:56:10Z</published>
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