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-rw-r--r--indra/newview/app_settings/settings.xml879
1 files changed, 583 insertions, 296 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 28d84aba21..75c78d1ace 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -250,7 +250,7 @@
<key>TextureLivePreview</key>
<map>
<key>Comment</key>
- <string>Preview selections in texture picker immediately</string>
+ <string>Preview selections in texture picker or material picker immediately</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -1241,6 +1241,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>BulkChangeIncludeMaterials</key>
+ <map>
+ <key>Comment</key>
+ <string>Bulk permission changes affect materials</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>BulkChangeEveryoneCopy</key>
<map>
<key>Comment</key>
@@ -3902,7 +3913,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0.1</real>
+ <real>1.0</real>
</map>
<key>QueueInventoryFetchTimeout</key>
<map>
@@ -8756,7 +8767,7 @@
<string>Vector3</string>
<key>Value</key>
<array>
- <real>0.01</real>
+ <real>0.25</real>
<real>0.0</real>
<real>0.0</real>
</array>
@@ -8831,24 +8842,35 @@
<key>RenderAvatarCloth</key>
<map>
<key>Comment</key>
- <string>Controls if avatars use wavy cloth</string>
+ <string>DEPRECATED - only false supported - Controls if avatars use wavy cloth</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
- <key>RenderClass0MemoryBandwidth</key>
+ <key>RenderClass1MemoryBandwidth</key>
+ <map>
+ <key>Comment</key>
+ <string>Memory bandwidth at which to default to Class 1 in gigabytes per second. Used as basis for higher classes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>32.0</real>
+ </map>
+ <key>RenderCloudShadowAmbianceFactor</key>
<map>
<key>Comment</key>
- <string>Memory bandwidth at which to default to Class 0 in gigabytes per second. Used as basis for other classes.</string>
+ <string>Amount that cloud shadow (aka cloud coverage) contributes to reflection probe ambiance</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>16.0</real>
+ <real>0.1</real>
</map>
<key>RenderCPUBasis</key>
<map>
@@ -8964,6 +8986,17 @@
<key>Value</key>
<real>1.0</real>
</map>
+ <key>RenderBufferVisualization</key>
+ <map>
+ <key>Comment</key>
+ <string>Outputs a selected buffer to the screen. -1 = final render buffer. 0 = Albedo, 1 = Specular/ORM, 2 = Normal, 3 = Emissive, 4 = Eye luminance</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>-1</integer>
+ </map>
<key>RenderCompressTextures</key>
<map>
<key>Comment</key>
@@ -9013,47 +9046,16 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderLocalLights</key>
- <map>
- <key>Comment</key>
- <string>Whether or not to render local lights.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
-
- <key>RenderShadowNearDist</key>
+ <key>RenderLocalLightCount</key>
<map>
<key>Comment</key>
- <string>Near clip plane of shadow camera (affects precision of depth shadows).</string>
+ <string>Number of local lights to render.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>256</real>
- <real>256</real>
- <real>256</real>
- </array>
- </map>
- <key>RenderShadowClipPlanes</key>
- <map>
- <key>Comment</key>
- <string>Near clip plane split distances for shadow map frusta.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
+ <string>S32</string>
<key>Value</key>
- <array>
- <real>1.0</real>
- <real>12.0</real>
- <real>32.0</real>
- </array>
+ <integer>256</integer>
</map>
<key>RenderShadowSplitExponent</key>
<map>
@@ -9070,21 +9072,6 @@
<real>2.0</real>
</array>
</map>
- <key>RenderShadowOrthoClipPlanes</key>
- <map>
- <key>Comment</key>
- <string>Near clip plane split distances for orthographic shadow map frusta.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>4.0</real>
- <real>8.0</real>
- <real>24.0</real>
- </array>
- </map>
<key>RenderShadowProjOffset</key>
<map>
<key>Comment</key>
@@ -9140,6 +9127,28 @@
<key>Value</key>
<real>500.0</real>
</map>
+ <key>RenderSSAOIrradianceScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Scaling factor for irradiance input to SSAO</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.6</real>
+ </map>
+ <key>RenderSSAOIrradianceMax</key>
+ <map>
+ <key>Comment</key>
+ <string>Max factor for irradiance input to SSAO</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.18</real>
+ </map>
<key>RenderSSAOMaxScale</key>
<map>
<key>Comment</key>
@@ -9177,6 +9186,83 @@
<real>0.00</real>
</array>
</map>
+ <key>RenderScreenSpaceReflections</key>
+ <map>
+ <key>Comment</key>
+ <string>Renders screen space reflections to better account for dynamic objects with reflection probes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderScreenSpaceReflectionIterations</key>
+ <map>
+ <key>Comment</key>
+ <string>Number of times the ray march algorithm runs to find a potential hit.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>25</integer>
+ </map>
+ <key>RenderScreenSpaceReflectionRayStep</key>
+ <map>
+ <key>Comment</key>
+ <string>How big the step is between each run.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.1</real>
+ </map>
+ <key>RenderScreenSpaceReflectionDistanceBias</key>
+ <map>
+ <key>Comment</key>
+ <string>Distance bias to apply when rejecting a potential sample.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.015</real>
+ </map>
+ <key>RenderScreenSpaceReflectionDepthRejectBias</key>
+ <map>
+ <key>Comment</key>
+ <string>Bias against the depth buffer before rejecting a sample.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.001</real>
+ </map>
+ <key>RenderScreenSpaceReflectionAdaptiveStepMultiplier</key>
+ <map>
+ <key>Comment</key>
+ <string>Multiplier to scale adaptive stepping.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.6</real>
+ </map>
+ <key>RenderScreenSpaceReflectionGlossySamples</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum number of samples to apply for glossy SSR.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>4</integer>
+ </map>
<key>RenderBumpmapMinDistanceSquared</key>
<map>
<key>Comment</key>
@@ -9254,6 +9340,50 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderDisablePostProcessing</key>
+ <map>
+ <key>Comment</key>
+ <string>Disable tone mapping and exposure correction when build floater is open (for artists developing materials)</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderPostProcessingHDR</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable HDR for post processing buffer</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderMaxOpenGLVersion</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum OpenGL version to attempt use (minimum 3.2 maximum 4.6). Requires restart.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>4.6</real>
+ </map>
+ <key>RenderMaxVRAMBudget</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum amount of texture memory to budget for (in MB), or 0 for autodetect. Requires restart.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderMaxTextureIndex</key>
<map>
<key>Comment</key>
@@ -9413,7 +9543,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>-0.004</real>
+ <real>-0.002</real>
</map>
<key>RenderShadowOffset</key>
<map>
@@ -9518,7 +9648,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>-0.001</real>
+ <real>-0.0002</real>
</map>
<key>RenderSpotShadowOffset</key>
<map>
@@ -9569,7 +9699,7 @@
<key>RenderHoverGlowEnable</key>
<map>
<key>Comment</key>
- <string>Show glow effect when hovering on interactive objects.</string>
+ <string>DEPRECATED --- Show glow effect when hovering on interactive objects.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9682,13 +9812,13 @@
<key>RenderDeferred</key>
<map>
<key>Comment</key>
- <string>Use deferred rendering pipeline (Advanced Lighting Model).</string>
+ <string>DEPRECATED (only true supported) - Use deferred rendering pipeline (Advanced Lighting Model).</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderDeferredSun</key>
@@ -9903,7 +10033,7 @@
<key>RenderFogRatio</key>
<map>
<key>Comment</key>
- <string>Distance from camera where fog reaches maximum density (fraction or multiple of far clip distance)</string>
+ <string>DEPRECATED - Distance from camera where fog reaches maximum density (fraction or multiple of far clip distance)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9914,7 +10044,7 @@
<key>RenderGamma</key>
<map>
<key>Comment</key>
- <string>Sets gamma exponent for renderer</string>
+ <string>DEPRECATED - Sets gamma exponent for renderer</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9947,7 +10077,7 @@
<key>RenderGLContextCoreProfile</key>
<map>
<key>Comment</key>
- <string>Don't use a compatibility profile OpenGL context. Requires restart. Basic shaders MUST be enabled.</string>
+ <string>Don't use a compatibility profile OpenGL context. Requires restart.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9955,10 +10085,21 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderGLMultiThreaded</key>
+ <key>RenderGLMultiThreadedTextures</key>
<map>
<key>Comment</key>
- <string>Allow OpenGL to use multiple render contexts (reduces frame stutters from loading textures, doesn't play nice with Intel drivers).</string>
+ <string>Allow OpenGL to use multiple render contexts for loading textures (may reduce frame stutters, doesn't play nice with Intel drivers).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderGLMultiThreadedMedia</key>
+ <map>
+ <key>Comment</key>
+ <string>Allow OpenGL to use multiple render contexts for playing media (may reduce frame stutters, doesn't play nice with Intel drivers)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -10036,6 +10177,17 @@
<key>Value</key>
<integer>9</integer>
</map>
+ <key>RenderGlowHDR</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable HDR for glow map</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderGlowStrength</key>
<map>
<key>Comment</key>
@@ -10045,7 +10197,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0.35</real>
+ <real>0.325</real>
</map>
<key>RenderGlowWarmthAmount</key>
<map>
@@ -10084,16 +10236,16 @@
<key>Value</key>
<real>1.3</real>
</map>
- <key>RenderGround</key>
+ <key>RenderGlowNoise</key>
<map>
<key>Comment</key>
- <string>Determines whether we can render the ground pool or not</string>
+ <string>Enables glow noise (dithering). Reduces banding from glow in certain cases.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <real>1</real>
</map>
<key>DisableAllRenderTypes</key>
<map>
@@ -10238,6 +10390,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderReflectionProbeVolumes</key>
+ <map>
+ <key>Comment</key>
+ <string>Render influence volumes of Reflection Probes</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderMaxPartCount</key>
<map>
<key>Comment</key>
@@ -10307,7 +10470,7 @@
<key>RenderObjectBump</key>
<map>
<key>Comment</key>
- <string>Show bumpmapping on primitives</string>
+ <string>DEPRECATED (only TRUE supported) Show bumpmapping on primitives</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -10326,10 +10489,11 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>RenderReflectionDetail</key>
+
+ <key>RenderReflectionDetail</key>
<map>
<key>Comment</key>
- <string>Detail of reflection render pass.</string>
+ <string>DEPRECATED -- use RenderTransparentWater and RenderReflectionProbeDetail -- Detail of reflection render pass.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -10348,8 +10512,96 @@
<key>Value</key>
<integer>2</integer>
</map>
-
- <key>RenderReflectionRes</key>
+ <key>RenderReflectionsEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable/disable reflection probes</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderReflectionProbeDetail</key>
+ <map>
+ <key>Comment</key>
+ <string>Detail of reflections. (-1 - Disabled, 0 - Static Only, 1 - Static + Dynamic, 2 - Realtime)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderReflectionProbeResolution</key>
+ <map>
+ <key>Comment</key>
+ <string>Resolution of reflection probe radiance maps (requires restart). Will be set to the next highest power of two clamped to [64, 512]. Note that changing this value may consume a massive amount of video memory.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>128</integer>
+ </map>
+ <key>RenderExposure</key>
+ <map>
+ <key>Comment</key>
+ <string>Exposure value to send to tonemapper.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1</real>
+ </map>
+
+ <key>RenderReflectionProbeDrawDistance</key>
+ <map>
+ <key>Comment</key>
+ <string>Camera far clip to use when updating reflection probes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <integer>64</integer>
+ </map>
+ <key>RenderReflectionProbeAmbiance</key>
+ <map>
+ <key>Comment</key>
+ <string>Amount reflection probes contribute to ambient light.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0</real>
+ </map>
+ <key>RenderDefaultProbeUpdatePeriod</key>
+ <map>
+ <key>Comment</key>
+ <string>When RenderReflectionProbeLevel is 0, amount of time in seconds to wait between updates to reflection map.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>2.0</real>
+ </map>
+ <key>RenderReflectionProbeLevel</key>
+ <map>
+ <key>Comment</key>
+ <string>Reflection probes control. 0 - disable (one probe to rule them all), 1 - manual probes only, 2 - manual + terrain/water, 3 - Manual + Terrain/water + objects.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>3</integer>
+ </map>
+ <key>RenderReflectionRes</key>
<map>
<key>Comment</key>
<string>Reflection map resolution.</string>
@@ -10382,6 +10634,128 @@
<key>Value</key>
<integer>3</integer>
</map>
+ <key>RenderSkyAutoAdjustLegacy</key>
+ <map>
+ <key>Comment</key>
+ <string>If true, automatically adjust legacy skies (those without a probe ambiance value) to take advantage of probes and HDR. This is the "opt-out" button for HDR and tonemapping when coupled with a sky setting that predates PBR.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderSkyAutoAdjustAmbientScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Amount to scale ambient when auto-adjusting legacy skies</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>RenderSkyAutoAdjustHDRScale</key>
+ <map>
+ <key>Comment</key>
+ <string>HDR Scale value to use when auto-adjusting legacy skies</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>2.0</real>
+ </map>
+ <key>RendeSkyAutoAdjustBlueHorizonScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Blue Horizon Scale value to use when auto-adjusting legacy skies</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>RendeSkyAutoAdjustBlueDensityScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Blue Horizon Scale value to use when auto-adjusting legacy skies</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>RenderSkyAutoAdjustSunColorScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Sun color scalar when auto-adjusting legacy skies</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>RenderSkyAutoAdjustProbeAmbiance</key>
+ <map>
+ <key>Comment</key>
+ <string>Probe ambiance value when auto-adjusting legacy skies</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.001</real>
+ </map>
+ <key>RenderSkySunlightScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Sunlight scale fudge factor for matching with pre-PBR viewer</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>RenderSkyAmbientScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Ambient scale fudge factor for matching with pre-PBR viewer</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.7</real>
+ </map>
+
+ <key>RenderReflectionProbeMaxLocalLightAmbiance</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum effective probe ambiance for local lights</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>4.0</real>
+ </map>
+ <key>RenderDynamicExposureCoefficient</key>
+ <map>
+ <key>Comment</key>
+ <string>Luminance coefficient for dynamic exposure</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.5</real>
+ </map>
<key>RenderShaderLODThreshold</key>
<map>
<key>Comment</key>
@@ -10448,17 +10822,6 @@
<key>Value</key>
<real>12.0</real>
</map>
- <key>RenderTextureMemoryMultiple</key>
- <map>
- <key>Comment</key>
- <string>Multiple of texture memory value to use (should fit: 0 &lt; value &lt;= 1.0)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
<key>RenderTrackerBeacon</key>
<map>
<key>Comment</key>
@@ -10539,7 +10902,7 @@
<key>RenderUseTriStrips</key>
<map>
<key>Comment</key>
- <string>Use triangle strips for rendering prims.</string>
+ <string>DEPRECATED - now always assumed to be false - Use triangle strips for rendering prims.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -10569,17 +10932,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderAutoMuteByteLimit</key>
- <map>
- <key>Comment</key>
- <string>If avatar attachment size exceed this value (in bytes) attachment will not be rendered. Excludes attachments worn by own avatar.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>RenderAvatarMaxNonImpostors</key>
<map>
<key>Comment</key>
@@ -10751,18 +11103,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderUseTransformFeedback</key>
- <map>
- <key>Comment</key>
- <string>[EXPERIMENTAL] Use transform feedback shaders for LoD updates</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
-
<key>RenderVBOMappingDisable</key>
<map>
<key>Comment</key>
@@ -10862,6 +11202,28 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderShaderCacheEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable binary shader cache</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderShaderCacheVersion</key>
+ <map>
+ <key>Comment</key>
+ <string>Current version hash for shader cache</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
<key>ReplaySession</key>
<map>
<key>Comment</key>
@@ -11225,6 +11587,28 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>SelectInvisibleObjects</key>
+ <map>
+ <key>Comment</key>
+ <string>Select invisible objects</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>SelectReflectionProbes</key>
+ <map>
+ <key>Comment</key>
+ <string>Select reflection probes</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>SelectOwnedOnly</key>
<map>
<key>Comment</key>
@@ -12527,38 +12911,16 @@
<key>Value</key>
<real>20.0</real>
</map>
- <key>TexelPixelRatio</key>
- <map>
- <key>Comment</key>
- <string>texel pixel ratio = texel / pixel</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
- <key>TextureCameraMotionThreshold</key>
+ <key>TextureBiasDistanceScale</key>
<map>
<key>Comment</key>
- <string>If the overall motion is lower than this value, textures will be loaded faster</string>
+ <string>When biasing textures to lower resolution due to lack of vram, weight to put on distance factor.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0.2</real>
- </map>
- <key>TextureCameraMotionBoost</key>
- <map>
- <key>Comment</key>
- <string>Progressive discard level decrement when the camera is still</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>3</integer>
+ <real>8.0</real>
</map>
<key>TextureDecodeDisabled</key>
<map>
@@ -12582,39 +12944,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>AmbientDisable</key>
- <map>
- <key>Comment</key>
- <string>If TRUE, ambient light has no effect</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>SunlightDisable</key>
- <map>
- <key>Comment</key>
- <string>If TRUE, sunlight has no effect</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>LocalLightDisable</key>
- <map>
- <key>Comment</key>
- <string>If TRUE, local lights have no effect</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>TextureDiscardLevel</key>
<map>
<key>Comment</key>
@@ -12637,17 +12966,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>TextureFetchDebuggerEnabled</key>
- <map>
- <key>Comment</key>
- <string>Enable the texture fetching debugger if set</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>TextureFetchMinTimeToLog</key>
<map>
<key>Comment</key>
@@ -12670,43 +12988,10 @@
<key>Value</key>
<real>0.0</real>
</map>
- <key>TextureFetchSource</key>
- <map>
- <key>Comment</key>
- <string>Debug use: Source to fetch textures</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>TextureFetchUpdateHighPriority</key>
- <map>
- <key>Comment</key>
- <string>Number of high priority textures to update per frame</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>32</integer>
- </map>
- <key>TextureFetchUpdateMaxMediumPriority</key>
+ <key>TextureFetchUpdateMinCount</key>
<map>
<key>Comment</key>
- <string>Maximum number of medium priority textures to update per frame</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>256</integer>
- </map>
- <key>TextureFetchUpdateMinMediumPriority</key>
- <map>
- <key>Comment</key>
- <string>Minimum number of medium priority textures to update per frame</string>
+ <string>Minimum number of textures to update per frame</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -12714,69 +12999,14 @@
<key>Value</key>
<integer>32</integer>
</map>
- <key>TextureFetchUpdatePriorityThreshold</key>
- <map>
- <key>Comment</key>
- <string>Threshold under which textures will be considered too low priority and skipped for update</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.0</real>
- </map>
- <key>TextureFetchUpdateSkipLowPriority</key>
- <map>
- <key>Comment</key>
- <string>Flag indicating if we want to skip textures with too low of a priority</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>TextureFetchUpdatePriorities</key>
- <map>
- <key>Comment</key>
- <string>Number of priority texture to update per frame</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>32</integer>
- </map>
- <key>TextureListFetchingThreshold</key>
- <map>
- <key>Comment</key>
- <string>If the ratio between fetched and all textures in the list is greater than this threshold, which we assume that almost all textures are fetched</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.97</real>
- </map>
<key>TextureLoadFullRes</key>
<map>
<key>Comment</key>
<string>If TRUE, always load textures at full resolution (discard = 0)</string>
<key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>TextureMemory</key>
- <map>
- <key>Comment</key>
- <string>Amount of memory to use for textures in MB (0 = autodetect)</string>
- <key>Persist</key>
<integer>1</integer>
<key>Type</key>
- <string>S32</string>
+ <string>Boolean</string>
<key>Value</key>
<integer>0</integer>
</map>
@@ -12846,7 +13076,9 @@
<key>Value</key>
<map>
<key>General</key>
- <integer>4</integer>
+ <integer>1</integer>
+ <key>ImageDecode</key>
+ <integer>9</integer>
</map>
</map>
<key>ThrottleBandwidthKBPS</key>
@@ -14302,6 +14534,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderOcclusionTimeout</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum number of frames to wait on an occlusion query before forcibly reading it back</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>8</integer>
+ </map>
<key>UseObjectCacheOcclusion</key>
<map>
<key>Comment</key>
@@ -14313,17 +14556,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>RenderDelayVBUpdate</key>
- <map>
- <key>Comment</key>
- <string>Delay vertex buffer updates until just before rendering</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>SocialPhotoResolution</key>
<map>
<key>Comment</key>
@@ -14967,7 +15199,7 @@
<key>WindLightUseAtmosShaders</key>
<map>
<key>Comment</key>
- <string>Whether to enable or disable WindLight atmospheric shaders.</string>
+ <string>DEPRECATED (only true supported) - Whether to enable or disable WindLight atmospheric shaders.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -16267,6 +16499,61 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>MaterialsNextOwnerCopy</key>
+ <map>
+ <key>Comment</key>
+ <string>Newly created GLTF material can be copied by next owner</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>MaterialsNextOwnerModify</key>
+ <map>
+ <key>Comment</key>
+ <string>Newly created GLTF material can be modified by next owner</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>MaterialsNextOwnerTransfer</key>
+ <map>
+ <key>Comment</key>
+ <string>Newly created GLTF material can be resold or given away by next owner</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>MaterialsEveryoneCopy</key>
+ <map>
+ <key>Comment</key>
+ <string>Everyone can copy the newly created GLTF material</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>MaterialsShareWithGroup</key>
+ <map>
+ <key>Comment</key>
+ <string>Newly created GLTF materials are shared with the currently active group</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>DefaultUploadPermissionsConverted</key>
<map>
<key>Comment</key>
@@ -16898,17 +17185,6 @@
<key>Value</key>
<real>256.0</real>
</map>
- <key>UserTargetReflections</key>
- <map>
- <key>Comment</key>
- <string>Set by auto tune floater on build</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>4</integer>
- </map>
<key>PerfStatsCaptureEnabled</key>
<map>
<key>Comment</key>
@@ -17107,6 +17383,17 @@
<key>Value</key>
<string></string>
</map>
+ <key>EmulateCoreCount</key>
+ <map>
+ <key>Comment</key>
+ <string>For debugging -- number of cores to restrict the main process to, or 0 for no limit. Requires restart.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>DebugSettingsHideDefault</key>
<map>
<key>Comment</key>