diff options
Diffstat (limited to 'indra/newview/app_settings')
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 & 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 & 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 |