Graham Linden
4e796ce898
SL-9928
...
Take out angular atten on additive too.
2019-06-28 11:07:44 -07:00
Graham Linden
c169707993
SL-9928
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Remove spec killing additive fix for 1491 to unbreak fog.
2019-06-28 10:58:32 -07:00
Graham Linden
b659e5596e
SL-11514
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Convince Geenzo code to get a little DeMorgan in it.
Trophy Unlocked: make all alpha textures partcipate in picking.
2019-06-28 08:45:07 -07:00
Graham Linden
7c651f8423
SL-11512
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Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts.
2019-06-27 16:07:54 -07:00
Graham Linden
4b8ec2f11f
SL-11503 take two
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Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
2019-06-27 15:15:09 -07:00
Graham Linden
774d91b20b
SL-11503
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Make underwater terrain shader mult vert lighting.
2019-06-27 09:46:15 -07:00
Graham Linden
8ba159fed9
SL-11151, SL-11504
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Remove update threshold logic causing hiccups and rework sky updates.
Make deferred water do double transport again to match non-ALM rendering more closely.
2019-06-27 09:10:38 -07:00
Graham Linden
cfdcd0fc8c
SL-11151
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Modify env settings blender to not skip.
2019-06-26 13:37:07 -07:00
Graham Linden
9eeb4c9750
SL-10625
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Make intel throttle the CPU with sleeps in all cases and fix calc of microsec frame time.
2019-06-25 15:14:32 -07:00
Graham Linden
d7e5d8d11b
Put bloom rendering back as it was.
2019-06-25 13:02:07 -07:00
Graham Linden
d86464182d
SL-1491
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Nerf backfacing additive in ALM to prevent lens flares when facing away from sun.
Use hack in spec gbuffer alpha to nerf additive only on terrain (leaves additive glare for sunsets on water).
2019-06-25 11:39:33 -07:00
Graham Madarasz
cc1ae963d5
Merged in graham_linden/viewer-eep-g (pull request #437 )
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SL-11371
2019-06-20 23:23:12 +00:00
Graham Linden
7c770e97be
SL-11371
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Remove the ugly band of fog color at the horizon in Low/Low+ entirely.
2019-06-20 16:11:31 -07:00
Graham Madarasz
51c851414a
Merged in graham_linden/viewer-eep-g (pull request #436 )
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SL-9989
2019-06-20 22:08:57 +00:00
Graham Linden
05ee6b5d98
SL-9989
...
Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
2019-06-20 15:07:17 -07:00
Graham Linden
83257da9a6
Two heads not always better than one.
2019-06-20 14:27:09 -07:00
Graham Linden
ce82e916de
Merge
2019-06-20 13:42:52 -07:00
Graham Linden
9313bc50c4
Merge the Rainbow
2019-06-20 13:42:00 -07:00
Nat Goodspeed
6f95100f7e
increment viewer version to 6.2.4
2019-06-20 14:18:42 -04:00
Nat Goodspeed
2baff8e016
Added tag 6.2.3-release for changeset ab2ec5c5423b
2019-06-20 14:18:41 -04:00
Graham Linden
81659325b8
SL-11373
...
Fix class2/windlight clouds.
2019-06-20 08:49:09 -07:00
Graham Linden
c1d1d79683
Sky fixes.
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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).
2019-06-19 13:01:06 -07:00
Graham Linden
7f24395889
SL-11318
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Make alpha pass start with no shader bound.
Make diffuse mode alpha-blended fullbrights get into alpha pass properly.
2019-06-19 08:31:43 -07:00
Graham Linden
0728a31a8f
SL-11051
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Make genDrawInfo pay more attention to faces with 100% transparency that are not invisiprims.
2019-06-18 15:31:22 -07:00
Graham Linden
81c9012482
SL-11406
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Fix alpha output of fullbright deferred materials objects.
2019-06-18 14:44:10 -07:00
Graham Linden
5bd055fe58
SL-10829 the 2nd
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Made pointLightF use correct colorspace as multiPoint already was.
2019-06-18 14:33:28 -07:00
Graham Linden
782ddfdb48
SL-11041
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Revert fix for SL_11406 causing regression of SL-11041
2019-06-18 13:41:53 -07:00
Graham Linden
4abb342e95
SL-10969
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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.
2019-06-18 13:14:27 -07:00
Graham Linden
e7ac7d766d
SL-11109
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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...).
2019-06-18 11:25:55 -07:00
Graham Linden
032848472c
SL-11372
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Fix incorrect diffuse handling in class1 softenLight from contrib.
2019-06-18 11:04:04 -07:00
Graham Linden
9d138b1440
Fix sky atmospherics in class1 to match class2 and Mid.
2019-06-18 10:40:54 -07:00
maxim_productengine
c1a586d7e4
SL-11425 FIXED [EEP] Wave vectors cross all over the Water tab if key frame is not selected.
2019-06-14 17:53:43 +03:00
maxim_productengine
b81555d552
SL-11420 FIXED [EEP] The fields next to 'Ground' and 'Sky4' are shifted to the right
2019-06-13 14:51:10 +03:00
Graham Linden
e3e6f1e7e6
SL-11370
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Take another pass at fixing up refraction map culling across render modes.
2019-06-12 15:19:57 -07:00
Graham Linden
c68c9678a3
SL-11406
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Adjust atmospheric lighting in frag shader.
2019-06-12 14:09:47 -07:00
Graham Linden
653133b9c0
SL-11370, SL-11372, SL-11337
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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.
2019-06-11 13:03:06 -07:00
Graham Linden
c15baecbfb
SL-11370
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Modify culling logic to exclude objects correctly in < Mid graphics.
2019-06-10 14:54:47 -07:00
Graham Linden
6d90dd996e
Modify panel_region_environment XUI to eliminate parser errors/warnings (10625 guess).
2019-06-10 09:45:45 -07:00
Graham Linden
b79d0d2fdd
SL-10969, SL-11051
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Make fullbright alpha mask with mask cutoff == 0 not generate shadows.
Adjust handling of ambient across forward and deferred again.
2019-06-10 09:15:35 -07:00
Graham Linden
49eae58bd0
SL-10969
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More tweaking ambient light.
2019-06-06 16:32:55 -07:00
Graham Linden
158a0104c1
SL-11367
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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).
2019-06-06 15:55:50 -07:00
Graham Linden
a7856d4fc5
SL-11374
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Use color channel for trees instead of shenanigans to get proper diffuse colors to shaders.
Remove fudge factors on density modifier in class1 sky.
2019-06-06 14:34:14 -07:00
maxim_productengine
7049757342
SL-11376 FIXED [EEP] The 'Environment' tab becomes inactive after CTRL + left-clicking on the 'Sky Altitudes'
2019-06-06 17:38:36 +03:00
maxim_productengine
6504a7b598
SL-11358 FIXED [EEP] Setting type name and other strings are missing.
2019-06-06 11:53:54 +03:00
Graham Linden
e710dd2574
SL-11368
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Force update of water fog color shader uniform to fix low/low+ application of water fog.
2019-06-05 15:31:39 -07:00
Graham Linden
2408e8be5e
SL-11357
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Nerf moisture and ice levels iff there's no sun or moon to generate light to refract.
2019-06-05 09:15:19 -07:00
Graham Linden
48401b224d
SL-9989
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Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well.
Make sky shaders use dist mul consistently.
2019-06-05 08:58:28 -07:00
Graham Linden
42ddf24b8e
SL-11109, SL-11342, SL-11051
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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.
2019-06-05 08:07:55 -07:00
Graham Linden
a6443ce492
SL-11353
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Make culling ignore the geo from the spotlight rendering a shadowmap.
2019-06-04 14:47:07 -07:00
Graham Linden
a12fbc84d3
Fix crashes on exit from trying to lock log mutices while doing CRT abandon ship ritual.
2019-06-04 10:58:56 -07:00