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-rw-r--r--indra/newview/app_settings/keywords.ini5
-rw-r--r--indra/newview/app_settings/settings.xml137
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl15
5 files changed, 158 insertions, 27 deletions
diff --git a/indra/newview/app_settings/keywords.ini b/indra/newview/app_settings/keywords.ini
index 0805e94b10..18edce42a4 100644
--- a/indra/newview/app_settings/keywords.ini
+++ b/indra/newview/app_settings/keywords.ini
@@ -353,6 +353,11 @@ PRIM_BUMP_SHINY Followed by an integer face, one of PRIM_SHINY_NONE, PRIM_SHINY
PRIM_FULLBRIGHT Followed by an integer face, and TRUE or FALSE
PRIM_TEXGEN Followed by an integer face, and one of PRIM_TEXGEN_DEFAULT or PRIM_TEXGEN_PLANAR
PRIM_GLOW Followed by an integer face, and a float from 0.0 to 1.0 specifying glow amount
+PRIM_PHYSICS_SHAPE_TYPE Followed by one of PRIM_PHYSICS_SHAPE_PRIM (use prim as-is for physics), PRIM_PHYSICS_SHAPE_NONE (do not use prim for physics), PRIM_PHYSICS_SHAPE_CONVEX (use convex hull of prim for physics)
+
+PRIM_PHYSICS_SHAPE_PRIM Sets the physics shape type to PRIM (i.e., use the prim as-is in the physics engine)
+PRIM_PHYSICS_SHAPE_NONE Sets the physics shape type to NONE (i.e., the shape will not exist the physics engine)
+PRIM_PHYSICS_SHAPE_CONVEX Sets the physics shape type to CONVEX (i.e., use the convex hull of the prim in the physics engine)
PRIM_TYPE_BOX Followed by integer hole shape, vector cut, float hollow, vector twist,:vector top size, and vector top shear
PRIM_TYPE_CYLINDER Followed by integer hole shape, vector cut, float hollow, vector twist,:vector top size, and vector top shear
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 14acf3eada..eef3725cd7 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -1264,6 +1264,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>CertStore</key>
+ <map>
+ <key>Comment</key>
+ <string>Specifies the Certificate Store for certificate trust verification</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>default</string>
+ </map>
<key>ChatBarStealsFocus</key>
<map>
<key>Comment</key>
@@ -1640,6 +1651,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>CurrentGrid</key>
+ <map>
+ <key>Comment</key>
+ <string>Currently Selected Grid</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string></string>
+ </map>
<key>CustomServer</key>
<map>
<key>Comment</key>
@@ -2377,6 +2399,29 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>DefaultFemaleAvatar</key>
+ <map>
+ <key>Comment</key>
+ <string>Default Female Avatar</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>Female Shape &amp; Outfit</string>
+ </map>
+ <key>DefaultMaleAvatar</key>
+ <map>
+ <key>Comment</key>
+ <string>Default Male Avatar</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>Male Shape &amp; Outfit</string>
+ </map>
+
<key>DefaultObjectTexture</key>
<map>
<key>Comment</key>
@@ -2575,6 +2620,17 @@
<key>Value</key>
<real>0.10000000149</real>
</map>
+ <key>DragAndDropDistanceThreshold</key>
+ <map>
+ <key>Comment</key>
+ <string>Number of pixels that mouse should move before triggering drag and drop mode</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>3</integer>
+ </map>
<key>DropShadowButton</key>
<map>
<key>Comment</key>
@@ -3442,7 +3498,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>ForceMandatoryUpdate</key>
<map>
@@ -7731,6 +7787,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>SecondLifeEnterprise</key>
+ <map>
+ <key>Comment</key>
+ <string>Enables Second Life Enterprise features</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>SelectMovableOnly</key>
<map>
<key>Comment</key>
@@ -8535,7 +8602,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>ShowTangentBasis</key>
<map>
@@ -8699,17 +8766,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>SmallAvatarNames</key>
- <map>
- <key>Comment</key>
- <string>Display avatar name text in smaller font</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>SnapEnabled</key>
<map>
<key>Comment</key>
@@ -10439,6 +10495,17 @@
<key>Value</key>
<string></string>
</map>
+ <key>VivoxDebugSIPURIHostName</key>
+ <map>
+ <key>Comment</key>
+ <string>Hostname portion of vivox SIP URIs (empty string for the default).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string></string>
+ </map>
<key>VivoxDebugVoiceAccountServerURI</key>
<map>
<key>Comment</key>
@@ -10450,6 +10517,28 @@
<key>Value</key>
<string></string>
</map>
+ <key>VivoxVoiceHost</key>
+ <map>
+ <key>Comment</key>
+ <string>Client SLVoice host to connect to</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>127.0.0.1</string>
+ </map>
+ <key>VivoxVoicePort</key>
+ <map>
+ <key>Comment</key>
+ <string>Client SLVoice port to connect to</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>44125</integer>
+ </map>
<key>VoiceCallsFriendsOnly</key>
<map>
<key>Comment</key>
@@ -10582,6 +10671,17 @@
<key>Value</key>
<string>Default</string>
</map>
+ <key>VoiceLogFile</key>
+ <map>
+ <key>Comment</key>
+ <string>Log file to use when launching the voice daemon</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string></string>
+ </map>
<key>VoiceOutputAudioDevice</key>
<map>
<key>Comment</key>
@@ -10626,6 +10726,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>VoiceServerType</key>
+ <map>
+ <key>Comment</key>
+ <string>The type of voice server to connect to.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>vivox</string>
+ </map>
<key>WLSkyDetail</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 155f03fdcf..503c7d0b83 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -282,12 +282,13 @@ void main()
{
// the old infinite-sky shiny reflection
//
- vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnorm, vary_light.xyz);
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
// screen-space cheap fakey reflection map
//
+ vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
@@ -310,10 +311,14 @@ void main()
// darken reflections from points which face away from the reflected ray - our guess was a back-face
//refapprop *= step(dot(refnorm, refn), 0.0);
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
- // get appropriate light strength for guess-point
- float reflit = max(dot(refn, lightnorm.xyz), 0.0);
+ // get appropriate light strength for guess-point.
+ // reflect light direction to increase the illusion that
+ // these are reflections.
+ vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
+ float reflit = max(dot(refn, reflight.xyz), 0.0);
// apply sun color to guess-point, dampen according to inappropriateness of guess
- vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop;
+ float refmod = min(refapprop, reflit);
+ vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
// add the two types of shiny together
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 922a07c306..00a6a9dcb5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -281,12 +281,13 @@ void main()
{
// the old infinite-sky shiny reflection
//
- vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnorm, vary_light.xyz);
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
// screen-space cheap fakey reflection map
//
+ vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
@@ -311,9 +312,13 @@ void main()
//refapprop *= step(dot(refnorm, refn), 0.0);
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
// get appropriate light strength for guess-point
- float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad);
+ // reflect light direction to increase the illusion that
+ // these are reflections.
+ vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
+ float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
// apply sun color to guess-point, dampen according to inappropriateness of guess
- vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop;
+ float refmod = min(refapprop, reflit);
+ vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
// add the two types of shiny together
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index ddd69befc3..aaa74eb7df 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -284,12 +284,13 @@ void main()
{
// the old infinite-sky shiny reflection
//
- vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnorm, vary_light.xyz);
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
// screen-space cheap fakey reflection map
//
+ vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
depth -= 0.5; // unbias depth
// first figure out where we'll make our 2D guess from
vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
@@ -313,10 +314,14 @@ void main()
// darken reflections from points which face away from the reflected ray - our guess was a back-face
//refapprop *= step(dot(refnorm, refn), 0.0);
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
- // get appropriate light strength for guess-point
- float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad);
+ // get appropriate light strength for guess-point.
+ // reflect light direction to increase the illusion that
+ // these are reflections.
+ vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
+ float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
// apply sun color to guess-point, dampen according to inappropriateness of guess
- vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop;
+ float refmod = min(refapprop, reflit);
+ vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
vec3 ssshiny = (refprod * spec.a);
// add the two types of shiny together