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-rwxr-xr-xindra/newview/app_settings/settings.xml11
-rwxr-xr-xindra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl4
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl2
3 files changed, 14 insertions, 3 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 2a01b81943..8cea4a398e 100755
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -4655,6 +4655,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>InventoryOutboxMakeVisible</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable making the Merchant Outbox and Inbox visible in the inventory for debug purposes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>InventoryOutboxMaxFolderCount</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index c98e7d1cd3..bc63d07d72 100755
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -33,8 +33,8 @@ mat4 getSkinnedTransform()
mat4 ret;
int i = int(floor(weight.x));
float x = fract(weight.x);
-
- ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
+
+ ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);
ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);
ret[3] = vec4(0,0,0,1);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
index a74290bfcd..2487110624 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -40,7 +40,7 @@ mat4 getObjectSkinnedTransform();
void main()
{
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
+
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;