Age | Commit message (Collapse) | Author |
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when applyToSelection() gets called
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SL-18340: Fix PBR alpha materials treating spotlight as point light
Approved-by: Dave Parks
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properties in tinygltf schema json
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* Fixed Selection usage so material editor no longer hardcoded to a single object/face
* made local preview hack the fallback for when the ModifyMaterialParams cap is missing
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Water texture should load only after having caps.
Prefetch textures should load only after having caps.
Prefetch list is now per grid
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DRTVWR-559
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SL-17697 and SL-17698
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ModifyMaterialParams cap
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DRTVWR-559
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indexed texture channels instead of allowing it to vary from one shader to the next.
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DRTVWR-559
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DRTVWR-559
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"Transparent Water" checkbox.
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remove some unused glsl files.
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probes. Add one probe to rule them all as a fallback for pixels that aren't inside any influence volume.
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DRTVWR-559
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LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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of creating a new one.
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DRTVWR-559
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(revisit for general use later).
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DRTVWR-559
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make underWaterF and softenLightF apply water fog in linear space.
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with depth buffer management changes.
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Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
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