| Age | Commit message (Collapse) | Author |
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There is a deadlock that looks to be caused by singleton+watchdog interactions, will resolve in 26.2
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And increase allowed time to be more in tune with disconnects.
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First test returns quarter to a half the throughput, do two tests.
May be caused by driver, may be some 'energy saving', but not important
enough to spend time investingating. It was working the same way prior
to ExtraFPS, but viewer was running an extra CPU test that 'preheated'
the system.
Also increasing minimum throughput as numerous new features, like
mirrors and pbr were added and requirements are now higher.
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probes in transparency debug view
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Signed-off-by: Rye <rye@alchemyviewer.org>
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And attempt some basic automation
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This commit adds support for sun reflection on the sea in hdr display mode.
It also fixes an issue where the display is all white with
low color precision and non hdr & emissive mode.
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This commit is a complement to cleaning deprecated gamma functions in shaders
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This commit fixes the visual glitches after the 2025.07 merging.
It also allows the user to set a very short draw distance
(this can be useful for photography)
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This commit cleans the deprecated gamma functions in the shaders
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* Remove GLM sse flag from cmake that was moved to llpreprocessor.h
* Further reduce performance loss of HDR and Sharpening on bandwith-constrained gpu by combining gamma correction into tonemap/sharpening shader passes
* Update SSE2NEON to 1.8.0 to fix random render nans
* Fix occasional startup crash from LLCachedControl being declared in global scope
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This commit fixes an issue with the multithreaded textures option on Mac
and adds some more optimisations.
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This commit contains performance optimisations in the the pipeline,
framebuffer, vertexbuffer, reflection probes, shadows. It also fixes
many opengl errors, modifies the opengl debugging, and adds
a visuals effects panel.
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This commit completes the previous ones for performance optimisations,
and adds HDR display support on mac
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This commit contains performance optimisations in the the pipeline,
framebuffer, vertexbuffer, reflection probes, shadows. It also fixes
many opengl errors, modifies the opengl debugging, and adds
a visuals effects panel.
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as requested by Bavid Dailey.
Having timestamp is set as the default.
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Merge 2025.06 into develop
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* Move message.xml to scripts/messages
Get rid of the top-level etc/ directory by moving its only contents: message.xml to scripts/messages
* Move message.xml to app_settings
* Remove unneeded inclusion in viewer_manifest.py
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* Rich Presence w/o requiring access to friends list
Thank you Signal Linden for the pointer from https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1Client.html#af0a85e30f2b3d8a0b502fd23744ee58e
"Note: On Desktop, rich presence can be set before calling Client::Connect, but it will be cleared if the Client connects. When Client is not connected, this sets the rich presence in the current user's Discord client when available."
This lead me to setting the Application ID here https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1Client.html#ad452335c06b28be0406dab824acccc49 in place of setting it on
https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1AuthorizationArgs.html which would lead Authorize, GetToken, UpdateToken, Connect, and so on.
This means we don't even need the SecAPI saveCredential, loadCredential and deleteCredential parts now.
* Discord integration is enabled by default per spec
now that we don't need the user to authorise Discord SDK to have
any access to the user's friends list, etc. (which are Discord
Relationships related, and not needed just for Rich Presence).
* "Hidden Region" if Discord location sharing is off
instead of blank. The coords are hidden too, but the Party numbers
are still shown, for consistency with TPVs' implementations.
* Remove toggleDiscordIntegration declaration
The definition had already been removed, I had forgotten to remove
this one.
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