| Age | Commit message (Collapse) | Author | 
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|  | fix diffs between EEP and VR. | 
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|  | Fix distortion map rendering in deferred mode not including underwater fog effects.
Fix distortion map rendering not including post-deferred content at all.
Fix distortion map rendering not including anything but sky when camera is underwater.
Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use. | 
|  | Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason. | 
|  | Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other). | 
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|  | Timmy). | 
|  | SL-9851
Fix cloud shaders to ignore clouds when cloud_scale is 0.
Fix creation of heavenly body geo to avoid degenerate vector math
and not randomly flip orientation when crossing zenith.
Add sun_up_factor to eliminate sun glow around moon when sun is down. | 
|  | Add new class3 shadow shaders for VSM shadows.
Add disabled shadow pass in WLSky for using above. | 
|  | the reflections will better match what they're reflecting
when ALM is enabled. | 
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|  | properly with clouds and heavenly bodies. | 
|  | extraneous GL state management. | 
|  | Port over transport, gamma, atmospherics shader stub updates for per-fragment atmospherics.
Fix bindings of current/next noise map when current and next are the same (select only one and force blend factor to 0). | 
|  | blendable noise maps. | 
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|  | SL-9973 | 
|  | Get dome rendering to not assert the depth test state behind deferred render's back.
Make clouds write and test depth to give stars something to depth test against.
Add z-bias in star vert shader to force some depth testing of stars against clouds. | 
|  | add cloud_variance control for randomized perturbance of clouds to break up tiling monotony | 
|  | Add optional moon brightness setting | 
|  | More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods. | 
|  | Add LLPointer<> on stack to avoid textures being deleted out from under the sky code.
Make textures used by sky settings remove their faces from media textures.
Add ability to detect when a given texture is viewer media with vfunc. | 
|  | Make water horizon consistent between ALM and non-ALM rendering again.
Fix using deferred sky rendering in reflections.
Make matrix mode explicit around push/pop for safety. | 
|  | Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water. | 
|  | Make range of star brightness in code and in UI 0-500 (not 512). | 
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|  | Make vert generation not skip dome verts used for clouds when doing advanced atmospherics. | 
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|  | Enable sky density panel to update advanced atmo precomputed textures.
Take wild stab at appropriate ranges for density parameters in edit panel UI.
Clean up debug-only code that isn't necessary anymore.
Point autobuild at latest version of libatmosphere package. | 
|  | we were claiming to use in rendering.
First pass at sky shader using libatmosphere sky radiance lookup.
Add atmo density controls to ext daycycle floater tabs. | 
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|  | MAINT-8983 | 
|  | non-null and masking crashes when graphics prefs change). | 
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|  | Fix binding of current/next sun/moon textures.
Remove redundant code in GLSLShader determination of tex uniform bindings.
Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings). | 
|  | Make perspective projection consistent between ALM and non-ALM when drawing water (horizon matches).
Make perspective projection consistent between ALM and non-ALM when drawing heavenly bodies (sun disc position matches).
Make gamma correction of sun disc tex consistent between ALM and non-ALM rendering. | 
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|  | Set nSight debug setting to 0 to fix ALM snapshots.
Add popMatrix call to balance push around heavenly body rendering in ALM and fix mat stack overflow. | 
|  | (default is no sun disc and just haze)
Refactor sky texture optimization to retain building the cubemap used by shiny. | 
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|  | shading, and fix transposed name of daycycle func. | 
|  | default square).
Also fixes MAINT-3962, ALM and non-ALM moon shading should be identical. | 
|  | Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime). | 
|  | shaders to lerp between current and next cloud texture. |