Age | Commit message (Collapse) | Author |
|
|
|
# Conflicts:
# autobuild.xml
# indra/cmake/JsonCpp.cmake
# indra/llimage/llimageworker.cpp
# indra/llmessage/CMakeLists.txt
# indra/llprimitive/llmodel.cpp
# indra/llprimitive/llmodelloader.cpp
# indra/llprimitive/llmodelloader.h
# indra/llwindow/llkeyboard.cpp
# indra/llwindow/llkeyboard.h
# indra/llwindow/llkeyboardheadless.cpp
# indra/llwindow/llkeyboardheadless.h
# indra/llwindow/llkeyboardsdl.cpp
# indra/llwindow/llkeyboardsdl.h
# indra/llwindow/llwindowsdl.cpp
# indra/llwindow/llwindowsdl.h
# indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl
# indra/newview/llappviewerlinux_api_dbus.cpp
# indra/newview/llconversationloglist.cpp
# indra/newview/lldirpicker.cpp
# indra/newview/llfilepicker.cpp
# indra/newview/llfloateremojipicker.cpp
# indra/newview/llfloaterpreferencesgraphicsadvanced.cpp
# indra/newview/llmodelpreview.cpp
# indra/newview/lloutfitslist.cpp
# indra/newview/llpanelface.cpp
# indra/newview/llviewerobject.h
# indra/newview/llxmlrpctransaction.cpp
# indra/newview/viewer_manifest.py
|
|
|
|
# Conflicts:
# .github/workflows/build.yaml
# indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
# indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
# indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
# indra/newview/llfilepicker.cpp
|
|
project/gltf_development
|
|
|
|
* Migrate GLTF scene rendering to its own shaders
* Add support for ambient occlusion map separate from metallic roughness map (or absent)
* Use UBO's for GLTF joints
* Better error handling of downloading GLTF assets
|
|
brad/merge-maint-a-to-dev
|
|
|
|
|
|
# Conflicts:
# autobuild.xml
# indra/cmake/ConfigurePkgConfig.cmake
# indra/cmake/ICU4C.cmake
# indra/media_plugins/gstreamer010/llmediaimplgstreamer_syms.cpp
# indra/media_plugins/gstreamer010/llmediaimplgstreamer_syms.h
# indra/media_plugins/gstreamer010/llmediaimplgstreamertriviallogging.h
# indra/media_plugins/gstreamer010/llmediaimplgstreamervidplug.cpp
# indra/media_plugins/gstreamer010/llmediaimplgstreamervidplug.h
# indra/media_plugins/gstreamer010/media_plugin_gstreamer010.cpp
# indra/newview/llappviewerlinux_api.h
# indra/newview/llappviewerlinux_api_dbus.cpp
# indra/newview/llappviewerlinux_api_dbus.h
# indra/newview/llfloateremojipicker.cpp
# indra/newview/lloutfitslist.cpp
|
|
LF, and trim trailing whitespaces as needed
|
|
* Fix sampling normals from gbuffer and cleanup redundant gbuffer samples
* Allow negative normals in gbuffer to fix broken material rendering
|
|
* #1139 Fix for world going black/white in some scenes (NaNs)
NaNs were coming from normal encode/decode. Take advantage of available gbuffer space to send full normal instead of encoding.
* #1139 Cleanup
remove now unused encodeNormF.glsl
* #1139 Remove final reference to encodeNormF
* #1139 Fix for getNormalEnvIntensityFlags referencing wrong sampler for env intensity
* Mac build fix
|
|
|
|
|
|
eye/object above/below water.
|
|
eye/object above/below water.
|
|
own passes and unify sky and water haze in forward rendering shaders.
|
|
longstanding bug with hard line in projector ambiance lighting. Incidental decruft of legacy_adjust and LOCAL_LIGHT_KILL, etc.
|
|
|
|
|
|
SL-19784
|
|
SL-19784
|
|
|
|
when probe ambiance is zero.
Hack for desaturating legacy materials has been removed for performance and quality reasons.
Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half.
HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale.
Also tuned up SSAO (thanks Rye!).
Reviewed with Brad.
|
|
are nearby (#227)
* Fix water fog mismatch between alpha blend and opaque when local light is nearby
* Add PBR underwater alpha blend shader
|
|
some NaNs.
|
|
|
|
fullbright alpha. Incidental decruft.
|
|
Fix for brightening of PBR materials at the shadow horizon.
|
|
remove exposure correction from legacy fullbright balance PBR materials against legacy.
|
|
|
|
brightness to allow ACES Hill all the time.
|
|
clouds, and update midday to not be red shifted.
|
|
approximation
|
|
exposure controls not persist, limit exposure range, and do a debug gl pass.
|
|
* SL-19538 Followup -- fix for dynamic exposure having large gaps in its luminance sampling.
* SL-19538 Followup -- review feedback changes.
|
|
ambiance. Make render targets 16F and scrube NaNs (thanks Rye). Update midday. (#154)
|
|
* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space.
|
|
|
|
|
|
luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F.
|
|
to exposure sample.
|
|
|
|
indirect lighting. Minor incidental decruft.
|
|
|
|
|
|
move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
|
|
midday, adjust reflections off, and decruft depth buffer error correction shenanigans that are no longer used.
|