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path: root/indra/newview/pipeline.cpp
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2020-10-14Merge branch 'master' into DRTVWR-507-maintAndrey Lihatskiy
# Conflicts: # indra/newview/llfloatermodelpreview.cpp
2020-09-29SL-12743 Restored the commit lost during the mergeAndrey Lihatskiy
2020-09-28Merge branch 'master' into DRTVWR-507-maintAndrey Lihatskiy
# Conflicts: # indra/newview/pipeline.cpp
2020-09-28Merged master(DRTVWR-497) into DRTVWR-482Andrey Kleshchev
2020-09-21SL-13522 remove injected character lights to improve alpha blendDave Houlton
Character lights injected during render pass while in character edit mode (i.e. mSpecialRenderMode == 3) were causing discrepencies between deferred (ALM) and forward alpha blend lighting.
2020-08-27SL-13721 Cleanup saved matrix namesPtolemy
2020-08-26SL-13721 Fix incorrect water reflectionPtolemy
2020-08-04SL-13521, clang-format renderDeferredLighting() for consistencyDave Houlton
2020-08-04SL-13521 add an avatar appearance light to deferred modeDave Houlton
2020-07-29SL-13406 fix an end-scope enable error in glow renderingDave Houlton
2020-07-24SL-13406, cleanup and format changesDave Houlton
2020-07-24SL-13406, disable glow no longer disables all post passesDave Houlton
2020-06-03SL-863 Fixed missing render maskAndrey Kleshchev
2020-05-14SL-12014 fixed transparency issues caused by merge with eepAndrey Kleshchev
2020-05-14Revert SL-8191 due to it no longer being validAndrey Kleshchev
This reverts commit 4c006e76e39a8b59dc6f9c890e5a27d38b5ece50. Since EEP there are no 'basic shaders' and doing this in llfloatersettingsdebug was wrong either way
2020-05-13SL-12007 Toggling 'Transparent water' checkbox has no effectAndrey Kleshchev
Opaque water is not compatible with ALM
2020-05-05SL-12743 Unified codeAndrey Kleshchev
Fade out for deferred, fixed distance, reused non-deferred logic, fixed flicker
2020-05-04Merge branch 'master' into DRTVWR-482Andrey Lihatskiy
2020-05-04Merge branch 'master' into DRTVWR-497Andrey Lihatskiy
2020-04-21Merge branch 'master' into DRTVWR-482Andrey Lihatskiy
# Conflicts: # indra/newview/app_settings/shaders/class1/objects/previewV.glsl # indra/newview/lldynamictexture.cpp # indra/newview/llfloatermodelpreview.cpp
2020-04-20Fixed merge conflictsAndrey Kleshchev
2020-04-20Restored SL-12732 after merge conflictAndrey Kleshchev
2020-04-20Merge branch 'master' into DRTVWR-497Andrey Lihatskiy
2020-03-30Update falloff fix with changes requested in review.Rye Mutt
2020-03-30Fix light falloff being corrupted when editing value via build floater spinnerRye Mutt
2020-03-27SL-12902 Better fix for light color values in color swatch not matching ↵Runitai Linden
light color values inworld.
2020-03-26SL-12902 Fix for doing the technically correct but compatibility wrong thing ↵Runitai Linden
WRT light color values.
2020-03-12SL-12781 Fix Upload 3D Preview not using z-bufferPtolemy
2020-02-06Merge branch 'master' into DRTVWR-497Andrey Lihatskiy
2020-02-05Merge branch 'master' into DRTVWR-482Andrey Lihatskiy
2020-02-03Merge branch 'master' into DRTVWR-482Andrey Lihatskiy
2020-01-29SL-12594, remove conditional checks for VertexShaderEnable settingsDave Houlton
2020-01-29SL-12594, remove Basic Shader checksDave Houlton
Remove checks for Vertex Shader capability and UI selection of no Basic Shaders.
2020-01-28DRTVWR-440, merge in latest from 6.3.7 releaseDave Houlton
2020-01-08SL-12505 Projectros fixandreykproductengine
2020-01-06Merged in viewer-releaseAndreyL ProductEngine
2019-12-16Merge viewer-release 6.3.6 into viewwer-eep repoDave Houlton
2019-11-12Downstream merge from 494-maint-wassailAndreyL ProductEngine
2019-10-29SL-12196 Crash at updateMeshTexturesandreykproductengine
2019-09-30SL-8191 RenderUseVAO with Basic Shaders turned off caused textures not to showruslantproductengine
- Disable VAO for fixed pipeline + UI
2019-10-25SL-12026, SL-1232 and SL-11614andreykproductengine
2019-10-25SL-12014 Animesh is now a separate rendering typeandreykproductengine
2019-10-25Backed out changeset: cb9915554e9f (SL-1232/SL-11614)andreykproductengine
2019-09-20SL-6531 Objects rotating with llTargetOmega now "vibrate" on spin axis when ↵ruslantproductengine
the camera is focused on them
2019-09-17SL-11779 Resolved perfomance drop with negative RenderShadowResolutionScaleandreykproductengine
2019-09-10Merged in lindenlab/viewer-releaseAndreyL ProductEngine
2019-09-10Merged in lindenlab/viewer-releaseAndreyL ProductEngine
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.
2019-09-06Mac buildfixAndreyL ProductEngine