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- Mar 10, 2023
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Brad Linden authored
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David Parks authored
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David Parks authored
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David Parks authored
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David Parks authored
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Rye Mutt authored
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Rye Mutt authored
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- Mar 09, 2023
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Andrey Kleshchev authored
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cosmic-linden authored
SL-19330: Fix texture animation in wrong direction when setting material on another side
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Cosmic Linden authored
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cosmic-linden authored
Sl 19338: Fix textures not loading when RenderCompressTextures is 1
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- Mar 08, 2023
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Cosmic Linden authored
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Cosmic Linden authored
This reverts commit 6c486e48.
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Cosmic Linden authored
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- Mar 07, 2023
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David Parks authored
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David Parks authored
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cosmic-linden authored
SL-19128: Fix adding material to face sometimes not respecting protections
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Cosmic Linden authored
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Cosmic Linden authored
This reverts commit baed7a64.
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Cosmic Linden authored
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Cosmic Linden authored
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David Parks authored
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David Parks authored
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David Parks authored
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David Parks authored
SL-19349 Fix for hang on bulk upload of materials, add bulk upload option to material selector, incidental decruft.
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- Mar 06, 2023
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cosmic-linden authored
SL-19345: Fix Blinn-Phong faces missing transforms
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Cosmic Linden authored
SL-19345: Fix Blinn-Phong normspec materials not having texture transforms on their normal/specular textures
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Brad Linden authored
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David Parks authored
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David Parks authored
DRTVWR-559 Return to MD5 for LLUUID operations. Existing LLUUID API implementations must not change, but may add "fast" variants where appropriate in the future.
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Rye Mutt authored
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Rye Mutt authored
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- Mar 03, 2023
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cosmic-linden authored
SL-19293: Use Blinn-Phong texture transform as hint for texture animation direction on PBR materials
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cosmic-linden authored
SL-19294: Fix Blinn-Phong texture transforms affecting PBR materials
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- Mar 02, 2023
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David Parks authored
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David Parks authored
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Cosmic Linden authored
SL-19293: Use Blinn-Phong texture transform as hint for texture animation direction on PBR materials
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Maxim Nikolenko authored
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Cosmic Linden authored
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David Parks authored
SL-19281 Unify handling of haze and gamma between fullbright and not and move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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