Age | Commit message (Expand) | Author |
2011-11-23 | SH-2710 FIX -- Removed calls to getChild happening every frame and during idl... | Leslie Linden |
2011-11-23 | merge | Dave Parks |
2011-11-23 | SH-2449 Preserve texture scaling when animating textures when "size x" and "s... | Dave Parks |
2011-11-21 | Greatly reduced the number of memcpy operations done on the media plug-in mes... | Leslie Linden |
2011-11-21 | merge | Dave Parks |
2011-11-21 | SH-2708 Fix for broken shadows on alpha objects | Dave Parks |
2011-11-18 | Removed unused code from alpha fragment shaders to fix some mac rendering gli... | Leslie Linden |
2011-11-18 | SH-2700 Fix for random black textures due to texture index out of bounds. Al... | Dave Parks |
2011-11-18 | SH-2699 Potential fix for occlusion culling being overly aggressive on 9800 GT | Dave Parks |
2011-11-17 | merge | Dave Parks |
2011-11-17 | SH-2670 Fix for terrain being wrong detail. | Dave Parks |
2011-11-16 | Merge with latest | Leslie Linden |
2011-11-16 | SH-1618 FIX | Leslie Linden |
2011-11-16 | SH-2675 Fix for shadow appearing on terrain at midday when terrain is totally... | Dave Parks |
2011-11-16 | SH-2690 Add comments per Vir's review feedback | Dave Parks |
2011-11-16 | SH-2690 Fix for spammy triangle death on GeForce 7800 Go when selecting flexi... | Dave Parks |
2011-11-16 | merge | Dave Parks |
2011-11-16 | SH-2240 Make alpha mask cutoff even less aggressive (fix for eyes on Curious ... | Dave Parks |
2011-11-16 | SH-1865 FIX -- removed some old non-deferred rendering code that was preventi... | Leslie Linden |
2011-11-15 | SH-1865 PROGRESS -- Disable the anti-aliasing control on hardware our code do... | Leslie Linden |
2011-11-15 | SH-2563 FIX -- Added diffuse map to the avatar rigid pass to properly set up ... | Leslie Linden |
2011-11-15 | merge | Dave Parks |
2011-11-15 | SH-2652 Fix for linux compile error | Dave Parks |
2011-11-15 | SH-2681 Fix for shader compiler error on GLSL 1.30 and later | Dave Parks |
2011-11-15 | merge | Dave Parks |
2011-11-15 | SH-2591 WIP -- fix for UI disappearing, introduces some artifacts in rotation... | Dave Parks |
2011-11-15 | SH-2240 Make alpha mask cutoff a little less aggressive (err on the side of n... | Dave Parks |
2011-11-14 | merge | Dave Parks |
2011-11-14 | SH-2650 Fix for avatar eyeballs protruding from lower eyelids | Dave Parks |
2011-11-11 | SH-2620 -- Enabled FXAA on OSX, which fixes the issue with latest code and so... | Leslie Linden |
2011-11-11 | Merge with latest | Leslie Linden |
2011-11-11 | Assorted shader cleanup to remove a few warnings and errors for OS X. | Leslie Linden |
2011-11-11 | SH-2666 Fix for pixel doubling failsafe on out out of memory. | Dave Parks |
2011-11-10 | SH-2659 Fix for basic shaders having no affect when gl version < 2.0 | Dave Parks |
2011-11-10 | SH-2666 Tweak depth of field optimizations based on resident feedback. | Dave Parks |
2011-11-10 | SH-2644 Fix debug display that shows selection triangle count and streaming cost | Dave Parks |
2011-11-10 | SH-2240 Better fix for red moon -- stop special casing "highlight_color" as a... | Dave Parks |
2011-11-10 | SH-2644 WIP -- remove debug displays pertaining to upload/download queues | Dave Parks |
2011-11-10 | SH-2240 Fix for red moon. | Dave Parks |
2011-11-09 | SH-24114 Remove unused variables | Dave Parks |
2011-11-08 | SH-24114 Remove unused vectorization code (outdated/unused with SSE2 requirem... | Dave Parks |
2011-11-08 | merge | Dave Parks |
2011-11-08 | SH-2507 Fix for crash when rendering axes (develop->render->show axes) | Dave Parks |
2011-11-08 | SH-2608 Fix for debug beacons not rendering properly. | Dave Parks |
2011-11-08 | SH-2652 Fix for black bands in high-res normal maps (break normal map generat... | Dave Parks |
2011-11-08 | merge changes for vmrg-177 | Oz Linden |
2011-11-08 | merge changes for vmrg-178 | Oz Linden |
2011-11-07 | SH-2634 Fix for land overlay not showing colors | Dave Parks |
2011-11-07 | SH-2652 For for screen going white when enabling anti-aliasing. | Dave Parks |
2011-11-07 | SH-2546 Fix for black water under terrain (use vec3 instead of float for vary... | Dave Parks |