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AgeCommit message (Collapse)Author
2019-06-28SL-11521Graham Linden
Make llvovolume submit completely transparent yet still glowy faces again.
2019-06-28SL-11381Graham Linden
Make fullbright alpha test use correct handling when mask cutoff == 0.
2019-06-28Modify water blend between refl and refr maps to preserve sunset colors more ↵Graham Linden
like non-ALM.
2019-06-28SL-9928Graham Linden
Take out angular atten on additive too.
2019-06-28SL-9928Graham Linden
Remove spec killing additive fix for 1491 to unbreak fog.
2019-06-28SL-11514Graham Linden
Convince Geenzo code to get a little DeMorgan in it. Trophy Unlocked: make all alpha textures partcipate in picking.
2019-06-27SL-11512Graham Linden
Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts.
2019-06-27SL-11503 take twoGraham Linden
Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
2019-06-27SL-11503Graham Linden
Make underwater terrain shader mult vert lighting.
2019-06-27SL-11151, SL-11504Graham Linden
Remove update threshold logic causing hiccups and rework sky updates. Make deferred water do double transport again to match non-ALM rendering more closely.
2019-06-26SL-11151Graham Linden
Modify env settings blender to not skip.
2019-06-25SL-10625Graham Linden
Make intel throttle the CPU with sleeps in all cases and fix calc of microsec frame time.
2019-06-25Put bloom rendering back as it was.Graham Linden
2019-06-25SL-1491Graham Linden
Nerf backfacing additive in ALM to prevent lens flares when facing away from sun. Use hack in spec gbuffer alpha to nerf additive only on terrain (leaves additive glare for sunsets on water).
2019-06-20Merged in graham_linden/viewer-eep-g (pull request #437)Graham Madarasz
SL-11371
2019-06-20SL-11371Graham Linden
Remove the ugly band of fog color at the horizon in Low/Low+ entirely.
2019-06-20Merged in graham_linden/viewer-eep-g (pull request #436)Graham Madarasz
SL-9989
2019-06-20SL-9989Graham Linden
Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
2019-06-20Two heads not always better than one.Graham Linden
2019-06-20MergeGraham Linden
2019-06-20Merge the RainbowGraham Linden
2019-06-20increment viewer version to 6.2.4Nat Goodspeed
2019-06-20Added tag 6.2.3-release for changeset ab2ec5c5423bNat Goodspeed
2019-06-20SL-11373Graham Linden
Fix class2/windlight clouds.
2019-06-19Sky fixes.Graham Linden
Make class1 sky use pre-projection pos to get proper distances for attenuation. Make all sky shaders use the dist_mul again. Revert to using old sky tessellation logic (may regress bugs addressed by new tess code).
2019-06-19SL-11318Graham Linden
Make alpha pass start with no shader bound. Make diffuse mode alpha-blended fullbrights get into alpha pass properly.
2019-06-18SL-11051Graham Linden
Make genDrawInfo pay more attention to faces with 100% transparency that are not invisiprims.
2019-06-18SL-11406Graham Linden
Fix alpha output of fullbright deferred materials objects.
2019-06-18SL-10829 the 2ndGraham Linden
Made pointLightF use correct colorspace as multiPoint already was.
2019-06-18SL-11041Graham Linden
Revert fix for SL_11406 causing regression of SL-11041
2019-06-18SL-10969Graham Linden
Remove ambiance handling from alpha and blended materials objects for now. Still too many setups where they get blown out due to attenuation mismatches with deferred.
2019-06-18SL-11109Graham Linden
Move vert alpha multiply back before discard tests to fix object transparency only object shadow casting. Very likely re-breaks SL_11051 making fullbright alpha mask objects not cast when they should (due to broken vertex alpha...).
2019-06-18SL-11372Graham Linden
Fix incorrect diffuse handling in class1 softenLight from contrib.
2019-06-18Fix sky atmospherics in class1 to match class2 and Mid.Graham Linden
2019-06-14SL-11425 FIXED [EEP] Wave vectors cross all over the Water tab if key frame ↵maxim_productengine
is not selected.
2019-06-13SL-11420 FIXED [EEP] The fields next to 'Ground' and 'Sky4' are shifted to ↵maxim_productengine
the right
2019-06-12SL-11370Graham Linden
Take another pass at fixing up refraction map culling across render modes.
2019-06-12SL-11406Graham Linden
Adjust atmospheric lighting in frag shader.
2019-06-11SL-11370, SL-11372, SL-11337Graham Linden
Fix culling on Low+ water reflection pass. Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!). Fix setting of cloud color for deferred sky/cloud shaders. Put water reflections back in wrong colorspace for consistency with release.
2019-06-10SL-11370Graham Linden
Modify culling logic to exclude objects correctly in < Mid graphics.
2019-06-10Modify panel_region_environment XUI to eliminate parser errors/warnings ↵Graham Linden
(10625 guess).
2019-06-10SL-10969, SL-11051Graham Linden
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again.
2019-06-06SL-10969Graham Linden
More tweaking ambient light.
2019-06-06SL-11367Graham Linden
Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm (where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
2019-06-06SL-11374Graham Linden
Use color channel for trees instead of shenanigans to get proper diffuse colors to shaders. Remove fudge factors on density modifier in class1 sky.
2019-06-06SL-11376 FIXED [EEP] The 'Environment' tab becomes inactive after CTRL + ↵maxim_productengine
left-clicking on the 'Sky Altitudes'
2019-06-06SL-11358 FIXED [EEP] Setting type name and other strings are missing.maxim_productengine
2019-06-05SL-11368Graham Linden
Force update of water fog color shader uniform to fix low/low+ application of water fog.
2019-06-05SL-11357Graham Linden
Nerf moisture and ice levels iff there's no sun or moon to generate light to refract.
2019-06-05SL-9989Graham Linden
Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well. Make sky shaders use dist mul consistently.