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AgeCommit message (Collapse)Author
2019-06-20SL-11371Graham Linden
Remove the ugly band of fog color at the horizon in Low/Low+ entirely.
2019-06-20SL-9989Graham Linden
Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
2019-06-20MergeGraham Linden
2019-06-20Merge the RainbowGraham Linden
2019-06-20increment viewer version to 6.2.4Nat Goodspeed
2019-06-20SL-11373Graham Linden
Fix class2/windlight clouds.
2019-06-19Sky fixes.Graham Linden
Make class1 sky use pre-projection pos to get proper distances for attenuation. Make all sky shaders use the dist_mul again. Revert to using old sky tessellation logic (may regress bugs addressed by new tess code).
2019-06-19SL-11318Graham Linden
Make alpha pass start with no shader bound. Make diffuse mode alpha-blended fullbrights get into alpha pass properly.
2019-06-18SL-11051Graham Linden
Make genDrawInfo pay more attention to faces with 100% transparency that are not invisiprims.
2019-06-18SL-11406Graham Linden
Fix alpha output of fullbright deferred materials objects.
2019-06-18SL-10829 the 2ndGraham Linden
Made pointLightF use correct colorspace as multiPoint already was.
2019-06-18SL-11041Graham Linden
Revert fix for SL_11406 causing regression of SL-11041
2019-06-18SL-10969Graham Linden
Remove ambiance handling from alpha and blended materials objects for now. Still too many setups where they get blown out due to attenuation mismatches with deferred.
2019-06-18SL-11109Graham Linden
Move vert alpha multiply back before discard tests to fix object transparency only object shadow casting. Very likely re-breaks SL_11051 making fullbright alpha mask objects not cast when they should (due to broken vertex alpha...).
2019-06-18SL-11372Graham Linden
Fix incorrect diffuse handling in class1 softenLight from contrib.
2019-06-18Fix sky atmospherics in class1 to match class2 and Mid.Graham Linden
2019-06-14SL-11425 FIXED [EEP] Wave vectors cross all over the Water tab if key frame ↵maxim_productengine
is not selected.
2019-06-13SL-11420 FIXED [EEP] The fields next to 'Ground' and 'Sky4' are shifted to ↵maxim_productengine
the right
2019-06-12SL-11370Graham Linden
Take another pass at fixing up refraction map culling across render modes.
2019-06-12SL-11406Graham Linden
Adjust atmospheric lighting in frag shader.
2019-06-11SL-11370, SL-11372, SL-11337Graham Linden
Fix culling on Low+ water reflection pass. Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!). Fix setting of cloud color for deferred sky/cloud shaders. Put water reflections back in wrong colorspace for consistency with release.
2019-06-10SL-11370Graham Linden
Modify culling logic to exclude objects correctly in < Mid graphics.
2019-06-10Modify panel_region_environment XUI to eliminate parser errors/warnings ↵Graham Linden
(10625 guess).
2019-06-10SL-10969, SL-11051Graham Linden
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again.
2019-06-06SL-10969Graham Linden
More tweaking ambient light.
2019-06-06SL-11367Graham Linden
Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm (where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
2019-06-06SL-11374Graham Linden
Use color channel for trees instead of shenanigans to get proper diffuse colors to shaders. Remove fudge factors on density modifier in class1 sky.
2019-06-06SL-11376 FIXED [EEP] The 'Environment' tab becomes inactive after CTRL + ↵maxim_productengine
left-clicking on the 'Sky Altitudes'
2019-06-06SL-11358 FIXED [EEP] Setting type name and other strings are missing.maxim_productengine
2019-06-05SL-11368Graham Linden
Force update of water fog color shader uniform to fix low/low+ application of water fog.
2019-06-05SL-11357Graham Linden
Nerf moisture and ice levels iff there's no sun or moon to generate light to refract.
2019-06-05SL-9989Graham Linden
Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well. Make sky shaders use dist mul consistently.
2019-06-05SL-11109, SL-11342, SL-11051Graham Linden
Fix handling of objects with object transparency by diffuse alpha mode none and replace discard test to allow diffuse mode alpha blend objects to not falsely cast shadows.
2019-06-04SL-11353Graham Linden
Make culling ignore the geo from the spotlight rendering a shadowmap.
2019-06-04Fix crashes on exit from trying to lock log mutices while doing CRT abandon ↵Graham Linden
ship ritual.
2019-06-04SL-11341 Skip storing the previous gamma value on Intel GPUs + more loggingAndreyL ProductEngine
2019-06-03MergeGraham Linden
2019-06-03SL-10966Graham Linden
Fix light atten and transmittance calcs breaking ambient color contrib to fog. Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
2019-06-03Merged in graham_linden/viewer-eep-g (pull request #413)Graham Madarasz
SL-11238, SL-11337
2019-06-03SL-11238, SL-11337Graham Linden
Tweak application of ambient in deferred soften light for class1/2
2019-05-31Make disables for parts of lighting not persist (too many weird bugs if ↵Graham Linden
people leave these enabled and forget).
2019-05-31Merged in graham_linden/viewer-eep-g (pull request #412)Graham Madarasz
SL-11343
2019-05-31SL-11343Graham Linden
Make materials apply vertex color to both linear and srgb versions of diffuse color.
2019-05-31Merged in graham_linden/viewer-eep-g (pull request #411)Graham Madarasz
Fix callsites missed for func w/ changed signature.
2019-05-31Merged in graham_linden/viewer-eep-g (pull request #410)Graham Madarasz
SL-11337, SL-11221, SL-11339
2019-05-31Fix callsites missed for func w/ changed signature.Graham Linden
2019-05-31SL-11337Graham Linden
Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally). Modify shaders to balance ambient across render modes again.
2019-05-31MergeRider Linden
2019-05-31SL-11117: Set default sky asset ID to A-12PMRider Linden
2019-05-31SL-11051Graham Linden
Make shadow alpha mask shader ignore vert alpha (if it mattered, it'd be blended anyway). Modify deferred fullbrightF to use same handling of alpha masking as shadows for consistency (esp when mask cutoff == 0).