Added new calculation to the LLCamera for draw distance multiplier
Removed the Inverse aspect as not longer used
Modified the LLFace to no long user the inverse aspect.
Updated mInFrustum to use mImportanceToCamera as it was correct
LLViewerCamera removed the mCosCameraFOV (not used anymore)
Added LLViewerMenu option under Developer->Dump->Texture List to dump texture list to info for debugging.
LLViewerTexture viewer for LOD textures, now loops to make the texture fit to cover the max discard value instead of calculating with logs and divisions.
LLViewerTextureList updated to to dump texture list to the Infos, and updated to boost for not only textures based upon the importance to the camera, but to boost a second time for textures close to the camera. Also capped the mMaxVirtualSize to try to help track down texture size changes
Updated LLPipeline to use same getDrawDistanceMultiplier as the texture calcPixelArea code.
Fixed up animations to always be running, so they should not stutter or be in odd places when turning the camera.
May need to revise the mInFrustum as trying to make sure it's within the actual visual location. Need to test with
Changed the textures to divide the texture vsize by the Aspect Ratio and Fields of view. to better control when a texture needs to be scaled down.
Fixed issue when low screen image size could cause an assert on the on screen console due to negative sizes(Calculated to -30 from the value and code that uses the negative location
Updated the logic in LLViewerObjectList to fix the issue of mObjects being modified at possibly any time by the code it calling.
Refined the logic for the textures to include animated textures to not be downscaled They are not forced to be high boost level.
Update the logic of how to process the on screen max vsize to be simpler.
Added split time max_time for the updateImagesCreateTextures, as originally they were two different functions and can save doubled the time for each.
Added time limit on LLViewerObjectList::updateApparentAngles, as it it affects the Textures in the texture list and worked on a fixed # of objects per frame and each object is variable in the amount of processing required, affecting frame rate and # of textures updated.
The manual control for the Limit VRAM texture usage in the Preferences->Graphics->Hardware Settings did not restore the saved value of the slider upload load.
So when the viewer would load, it would indeed load the saved value, but the value was not reflected upon by the slider on the page. This caused issues of when a user went to move the slide back to it's intended position it would set off the bias system as well as make the user not have confidence in that the feature is working.
Added a call to the ser value of the UI control on refresh enable state of the UI floater for the preferences to the saved RenderMaxVRAMBudget.