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-rw-r--r--indra/newview/app_settings/anim.ini85
-rw-r--r--indra/newview/app_settings/settings.xml33
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl13
3 files changed, 41 insertions, 90 deletions
diff --git a/indra/newview/app_settings/anim.ini b/indra/newview/app_settings/anim.ini
index 63c84e544d..c24d2749ef 100644
--- a/indra/newview/app_settings/anim.ini
+++ b/indra/newview/app_settings/anim.ini
@@ -1,87 +1,2 @@
Translations 1.0
-[hip]
- relativepos = firstkey
- relativerot = firstkey
- outname = mPelvis
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[abdomen]
- outname = mTorso
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[chest]
- outname = mChest
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[neckDummy]
- ignore = true
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[neck]
- outname = mNeck
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[head]
- outname = mHead
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[figureHair]
- ignore = true
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lCollar]
- outname = mCollarLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lShldr]
- outname = mShoulderLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lForeArm]
- outname = mElbowLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lHand]
- outname = mWristLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rCollar]
- outname = mCollarRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rShldr]
- outname = mShoulderRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rForeArm]
- outname = mElbowRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rHand]
- outname = mWristRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lThigh]
- outname = mHipLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lShin]
- outname = mKneeLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lFoot]
- outname = mAnkleLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rThigh]
- outname = mHipRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rShin]
- outname = mKneeRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rFoot]
- outname = mAnkleRight
- frame = 0 1 0, 0 0 1, 1 0 0 \ No newline at end of file
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index a8d42be2a1..a7a15c9c7b 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -2194,6 +2194,17 @@
<key>Value</key>
<string />
</map>
+ <key>DebugAvatarJoints</key>
+ <map>
+ <key>Comment</key>
+ <string>List of joints to emit additional debugging info about.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string />
+ </map>
<key>DebugAvatarRezTime</key>
<map>
<key>Comment</key>
@@ -3514,6 +3525,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>IncludeEnhancedSkeleton</key>
+ <map>
+ <key>Comment</key>
+ <string>Include extended skeleton joints when rendering skinned meshes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>MinObjectsForUnlinkConfirm</key>
<map>
<key>Comment</key>
@@ -14442,6 +14464,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>LogWearableAssetSave</key>
+ <map>
+ <key>Comment</key>
+ <string>Save copy of saved wearables to log dir</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>LogTextureDownloadsToViewerLog</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 3060307b21..8f754fe82b 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -24,8 +24,11 @@
ATTRIBUTE vec4 weight4;
-uniform mat3 matrixPalette[52];
-uniform vec3 translationPalette[52];
+/* BENTO JOINT COUNT LIMITS
+ * Note that the value in these two lines also needs to be updated to value-1 several places below.
+ */
+uniform mat3 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT];
+uniform vec3 translationPalette[MAX_JOINTS_PER_MESH_OBJECT];
mat4 getObjectSkinnedTransform()
{
@@ -34,7 +37,7 @@ mat4 getObjectSkinnedTransform()
vec4 w = fract(weight4);
vec4 index = floor(weight4);
- index = min(index, vec4(51.0));
+ index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1));
index = max(index, vec4( 0.0));
w *= 1.0/(w.x+w.y+w.z+w.w);
@@ -67,8 +70,8 @@ mat4 getObjectSkinnedTransform()
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
mat3 dummy1 = matrixPalette[0];
vec3 dummy2 = translationPalette[0];
- mat3 dummy3 = matrixPalette[51];
- vec3 dummy4 = translationPalette[51];
+ mat3 dummy3 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1];
+ vec3 dummy4 = translationPalette[MAX_JOINTS_PER_MESH_OBJECT-1];
#endif
}