| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2025-07-29 | Initial limit look at distance code | Kyler Eastridge | |
| 2025-07-29 | Add ability to disable look at hints | Kyler Eastridge | |
| 2025-07-29 | Add option to disable selection hints | Kyler Eastridge | |
| 2025-07-29 | #3705 Add an option to hide the $L balance | Andrey Kleshchev | |
| 2025-07-24 | #3851 Increase cache size | Andrey Kleshchev | |
| Increases default to 8GB and maximum to 32GB. Viewer now supports 2K textures which require more space, so altered disk cache vs textures space a little. Made spinner a bit wider to properly fit whole cache string. | |||
| 2025-07-16 | #4337 Full Screen debug setting on MacOS results in a black screen | Andrey Kleshchev | |
| 2025-06-27 | Merge pull request #4302 from secondlife/geenz/frametime-metric-improvements | Jonathan "Geenz" Goodman | |
| First pass at adding expanded frametiming stats to the viewer. | |||
| 2025-06-27 | First pass at adding expanded frametiming stats to the viewer. | Jonathan "Geenz" Goodman | |
| 2025-06-25 | Merge pull request #4177 from DarlCat/hud-media-autoplay | Jonathan "Geenz" Goodman | |
| Media changes including support for PRIM_MEDIA_FIRST_CLICK_INTERACT and HUD autoplay | |||
| 2025-05-28 | Implement support for PRIM_MEDIA_FIRST_CLICK_INTERACT and autoplay for HUD media | Darl | |
| 2025-05-14 | #4072 Fix Appearance floater not updating | Andrey Kleshchev | |
| 2025-05-08 | #4010 Add audio ping for chat mentions | Maxim Nikolenko | |
| 2025-04-18 | Merge develop into release/2025.04 | Andrey Kleshchev | |
| 2025-04-15 | Merge pull request #3896 from williamweaver/fix/tonemap-hdr-blend | Jonathan "Geenz" Goodman | |
| Refactor tonemap blending to preserve HDR detail during mix | |||
| 2025-04-11 | Fix(Tonemap): Correct blend logic to preserve HDR detail | William Weaver | |
| The blending operation for the `tonemap_mix` uniform in `postDeferredTonemap.glsl` incorrectly used a prematurely clamped color value as the source for the linear mix target. Specifically, the exposed HDR input color was clamped to the [0, 1] LDR range before being used in the `mix()` function when `tonemap_mix < 1.0`. This premature clamping resulted in the loss of High Dynamic Range (HDR) detail in highlights during the blend operation. As `tonemap_mix` was reduced, instead of smoothly blending towards the linear scene representation, clipped highlights were incorrectly reintroduced. This commit modifies the `toneMap` and `toneMapNoExposure` functions to correct this logic: 1. The original linear input color is preserved before exposure/processing. 2. The appropriate exposure factor is calculated and applied separately. 3. The chosen tone mapping operator is applied to the exposed color, storing the result. 4. The `mix()` function now correctly blends between the appropriately scaled, *unclamped* linear input color and the fully tone-mapped result. 5. The final clamp to the [0, 1] LDR range is applied *after* the blend operation. This change ensures that HDR information is preserved throughout the blending process, resulting in a smoother, more perceptually correct visual transition as `tonemap_mix` is adjusted. While the effect is nuanced, it is noticeable in bright highlights; with the legacy code, these highlights appeared visibly clipped and less intense during the blend, whereas the corrected code allows them to retain their peak brightness and detail more accurately. This makes the `tonemap_mix` control more intuitive, behaving as a true intensity blend for the tone mapping effect without introducing clipping artifacts. The computational cost is negligible. | |||
| 2025-04-07 | #3873 Return back AudioLevelWind | Andrey Kleshchev | |
| Partial revert from d00b6e4216bb308ae075d90dfa871c902d765f8d Our statistics claimed that AudioLevelWind is unused, but it is in use. | |||
| 2025-04-01 | Merge branch 'release/2025.03' into release/2025.04 | Jonathan "Geenz" Goodman | |
| 2025-03-31 | #3044 Add option to hide L$ balance for Snapshots with Interface showing | Maxim Nikolenko | |
| 2025-03-26 | Mitigate some of the frame stuttering we're seeing by setting the VRAM ↵ | Jonathan "Geenz" Goodman | |
| divisor to 1. tl;dr - this helps avoid frequent texture reuploads to VRAM in some texture heavy areas. This speaks to some bigger problems we're seeing in our texture streaming system however. You will see similar problems by manually setting the texture VRAM manually. | |||
| 2025-03-26 | Disable shoreline fade. (#3811) | Jonathan "Geenz" Goodman | |
| 2025-03-24 | Readd probe count setting (#3793) | Jonathan "Geenz" Goodman | |
| * Readd max probe count. Disable dynamic probe allocation by default (for now). | |||
| 2025-03-21 | Dynamic Probe Allocation (#3787) | Jonathan "Geenz" Goodman | |
| * #3788 Support dynamic probe allocation. * #3738 Mitigate probe flashing * #3735 Mitigate realtime probes flashing | |||
| 2025-03-19 | #3685 add test floater for new slapps | Maxim Nikolenko | |
| 2025-03-11 | #3409 Make maximum probe count adjustable. (#3709) | Jonathan "Geenz" Goodman | |
| * #3409 Make probe count adjustable to better accomodate low VRAM scenarios | |||
| 2025-03-06 | Quick fix for water exclusion. (#3666) | Jonathan "Geenz" Goodman | |
| * Fix for water exclusion when shoreline fade is disabled. | |||
| 2025-03-05 | Hide shoreline fade behind a shader variant. (#3665) | Jonathan "Geenz" Goodman | |
| #3650 Fixed transparent particles over water make the water look black under their transparent parts | |||
| 2025-03-05 | AMD NaN and inf propagation mitigation - #3663 (#3664) | Jonathan "Geenz" Goodman | |
| #3663 On AMD, the world may be rendered in really strange colors. | |||
| 2025-03-05 | Add RenderTextureVRAMDivisor (#3648) | Jonathan "Geenz" Goodman | |
| #3647 Add texture VRAM use divisor. | |||
| 2025-03-05 | #3611 Decrease TextureScaleMinAreaFactor | Andrey Kleshchev | |
| 2025-02-24 | Backout minimal+ change. | Jonathan "Geenz" Goodman | |
| 2025-02-23 | Quick fix for null pointer in LLDrawPoolWater | Jonathan "Geenz" Goodman | |
| 2025-02-23 | Cleanup | Jonathan "Geenz" Goodman | |
| 2025-02-22 | Accidental double linearization, try roughness ^2 for water punctual light. | Jonathan "Geenz" Goodman | |
| 2025-02-18 | #3557 Waves not applying without Transparent Water | Andrey Kleshchev | |
| 2025-02-11 | Additional water fixes and tweaks. (#3524) | Jonathan "Geenz" Goodman | |
| * Incorporation of feedback for #3456 | |||
| 2025-02-07 | Water Exclusion Surfaces (#3517) | Jonathan "Geenz" Goodman | |
| * #3455 Add support for water exclusion surfaces | |||
| 2025-02-06 | Add some haze to the distance on water. (#3508) | Jonathan "Geenz" Goodman | |
| * #3507 Add distance haze to water to get us closer to 6.6.17's appearance. | |||
| 2025-01-31 | #3491 Rename all uses of Release Candidate to Beta | Maxim Nikolenko | |
| 2025-01-30 | #3456 Water improvements to get us closer to 6.6.17 (#3490) | Jonathan "Geenz" Goodman | |
| * A lot of tweaking for water. * Get water much closer to 6.6.17. This won't produce 1:1 results, but it should be much closer to where we once were. | |||
| 2025-01-09 | Fix world going black and white in certain locations on apple gpu (#2558) | Rye | |
| 2025-01-02 | #3326 Skip ambient probe sampling when we're in classic mode. Ensure that ↵ | Jonathan "Geenz" Goodman | |
| our passed in ambient lighting is the only thing that gets applied. (#3327) | |||
| 2024-12-10 | #3234 Fix for slightly transparent objects negating colors (#3259) | Dave Parks | |
| 2024-12-10 | viewer#3169 Legacy settings should no longer be automatically converted | Andrey Kleshchev | |
| 2024-12-06 | #3219 Revert default exposure thresholds to DeltaFPS values (#3228) | Dave Parks | |
| 2024-12-05 | #3210 Fix for "Texture will be downscaled" happening too often. (#3212) | Dave Parks | |
| 2024-12-04 | #3106 Lower maximum texture bias back to 4, reintroduce camera importance ↵ | Dave Parks | |
| texture scaling (#3207) | |||
| 2024-12-03 | Rename "Vintage Mode" to "HDR and Emissive" in advanced settings. (#3192) | Jonathan "Geenz" Goodman | |
| #2590 #3167 | |||
| 2024-12-03 | Additional tweaks to get skies closer to 6.6.17 in classic mode. (#3202) | Jonathan "Geenz" Goodman | |
| 2024-11-26 | #3157 Fix alpha not having ambient lighting on low. (#3162) | Jonathan "Geenz" Goodman | |
| * #3157 Fix alpha not having ambient lighting on low. | |||
| 2024-11-25 | Drop emissive on old Intel GPUs (#3110) | Jonathan "Geenz" Goodman | |
| * #3103 Add the ability to disable the emissive buffer for older GPUs with low memory bandwidth. * #3135 Add a "vintage" mode for slower GPUs * #2719 Fix for skies being overbrightened * #2632 Do not apply tonemapping on legacy skies | |||
