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2020-02-28SL-12638, further tweaking of normal-map lighting, add some de-saturationDave Houlton
2020-02-25SL-12574: Document shader class summaryPtolemy
2020-02-25SL-12574: Simplify Direct AmbientPtolemy
2020-02-25SL-12638, fix overly dark appearance of normal-mapped objectsDave Houlton
Adds the 'additive' component of calcAtmosphericVars into the sunlit color to reduce darkening of sun lighting component, and adds a further magic number gainto boost final result to rough parity with windlight. Removes all light calculations on fullbright objects, just passing through the unlit diffuse color.
2020-02-07DRTVWR-440: SL-12574: Tweak environment cube map to better match WindlightPtolemy
2020-02-07SL-12682, remove negative light & clean up materialF.glslDave Houlton
2020-02-07SL-12592, fix transparency for full-brightsDave Houlton
2020-02-04SL-12005, back out SRGB changes for projector spotlightsDave Houlton
Deferred spotlights were transitioned srdb->linear in commit 653133b The lights transition between the deferred and (some other) path at fixed camera distance, causing a distinct light-level pop. Backing out this change to avoid the pop. Note to the future: pick a light space at the beginning and stick with it.
2020-01-30Merged in euclid-wip-SL12594 (pull request #3)Dave Houlton
SL-12594, Remove ability to de-select Basic Shaders (ie disable Fixed Function rendering) Approved-by: Bradley Payne <vir@lindenlab.com> Approved-by: Michael Pohoreski <ptolemy@lindenlab.com>
2020-01-29SL-11406: Fix specularity being blown out due to previous fixPtolemy
2020-01-29SL-12594, remove settings-file references to VertexShaderEnableDave Houlton
2020-01-28DRTVWR-440, merge in latest from 6.3.7 releaseDave Houlton
2020-01-10SL-12171: Fix for SL-12006 that made non-emissive portions of textures too dim.Ptolemy
2020-01-03Merged in ptolemy_linden/ptolemy-viewer-eep (pull request #510)Michael Pohoreski
SL-12006 Fixes Approved-by: Dave Houlton <euclid@lindenlab.com>
2019-12-24Cleanup indentation and commented out debug color stage vectorsMichael Pohoreski (Ptolemy Linden)
2019-12-24De-tabifyMichael Pohoreski (Ptolemy Linden)
2019-12-23Fix SL-12006: Fullbright with specular map, Alpha Mode Emissive, and wrong ↵Michael Pohoreski (Ptolemy Linden)
Diffuse for Alpha Mode Blend
2019-12-23SL-12006 pre-checkinMichael Pohoreski (Ptolemy Linden)
2019-12-20Sync latest from DRTVWR-440Dave Houlton
2019-12-19SL-11606 fix to match EEP light falloff vs releaseDave Houlton
2019-12-18Future-proof Full BrightMichael Pohoreski (Ptolemy Linden)
2019-12-18Sync'dMichael Pohoreski (Ptolemy Linden)
2019-12-17SL-12472 to address SL-11406Michael Pohoreski (Ptolemy Linden)
2019-12-16Merge viewer-release 6.3.6 into viewwer-eep repoDave Houlton
2019-12-11Merged in ptolemy_linden/ptolemy-viewer-eep (pull request #507)Dave Houlton
SL-11406: Skip avatars being effected. Approved-by: Dave Houlton <euclid@lindenlab.com>
2019-12-10SL-11406: Skip avatars being effected.Michael Pohoreski (Ptolemy Linden)
2019-12-09Merged in EuclidLinden/dh-viewer-eep (pull request #506)Dave Houlton
SL-11055 Increase fullbright fog burnthrough
2019-12-03SL-11055 Increase fog burn-through for fullbrights (for reals)Dave Houlton
2019-11-27Merged in pe_devs/494-wassailAndreyL ProductEngine
2019-11-25Roll back commit 41531Dave Houlton
2019-11-23Cleanup commentsMichael Pohoreski (Ptolemy Linden)
2019-11-21SL-11406 Fix fullbright to better match non-EEP. Minor optimization cleanup.Michael Pohoreski (Ptolemy Linden)
2019-11-19SL-11055 Add back pre-EEP fog burnthrough for fullbrightsDave Houlton
2019-11-13SL-11964 Removed SL Share from the viewerAndreyL ProductEngine
2019-10-29SL-10449 FIX [EEP] Fixed a (Mac-only) shader regression in changeset 41246Dave Houlton
2019-10-15Downstream merge from lindenlab/viewer-manulAndreyL ProductEngine
2019-09-18SL-11984 Correct status page URLsSteven Harrison (steven)
2019-09-17SL-11779 Resolved perfomance drop with negative RenderShadowResolutionScaleandreykproductengine
2019-09-10Merge viewer-release 6.3.2Graham Linden
2019-09-09SL-1144Graham Linden
The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled. I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
2019-09-05SL-11315 Viewer asks to play media and retains selected choiceandreykproductengine
2019-09-03SL-11543, SL-11443Graham Linden
Fix faullbright/emissive problems.
2019-08-23SL-11774Graham Linden
Fix diffuse boost when water fog is enabled and make deferred underwater shader participate in EEP/WL param updates by marking it as a water shader.
2019-08-22SL-11406Graham Linden
Restore code to stomp emissive in the absence of a normal map (to avoid fullbright implying full emissive).
2019-08-13SL-11589Graham Linden
Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
2019-08-09SL-9699 Login selectionandreykproductengine
2019-08-15SL-209 Cleanup Merchant Outboxandreykproductengine
2019-07-26SL-8380 Ability to disable 2D UI tooltipsandreykproductengine
2019-07-24SL-11550Graham Linden
2019-07-24SL-10698Graham Linden
Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.