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  1. Sep 08, 2024
  2. Aug 08, 2024
  3. Aug 05, 2024
  4. Jun 23, 2024
  5. Jun 17, 2024
  6. Jun 13, 2024
  7. Jun 10, 2024
  8. Jun 08, 2024
  9. May 28, 2024
  10. May 22, 2024
  11. May 20, 2024
  12. May 03, 2024
  13. Apr 29, 2024
  14. Apr 27, 2024
  15. Apr 19, 2024
  16. Apr 17, 2024
  17. Apr 05, 2024
    • Rye Mutt's avatar
      :dog2::dog2::dog2::dog2::dog2::dog2::dog2::dog2: · eb104e0f
      Rye Mutt authored
      eb104e0f
  18. Apr 03, 2024
  19. Mar 23, 2024
  20. Mar 21, 2024
  21. Mar 18, 2024
  22. Mar 13, 2024
    • Henri Beauchamp's avatar
      Proposal #2 to restore how UI/dialogs used to render by prioritizing fallback fonts. · 2f452d06
      Henri Beauchamp authored
      With the emojis support, a new font was added, which not only provides emojis
      but also fancy colorful replacements for UTF-8 characters that used to be
      supported by our fallback (monochrome) fonts: this causes discrepancies and
      unwanted/undesired changes in scripted objects menus (e.g. an empty circle or
      square may render as a black, full one, a heart may render red instead of white),
      not to mention the larger font size used by the emoji characters...
      
      This patch restores the aspect of such menus/dialogs/UI elements with UTF-8
      characters that *are* supported by the usual fallback fonts (fonts which may
      also vary from one viewer to another, and from one OS to another), so that
      everything keeps working/rendering as it always did so far, while not impairing
      the use of new colorful emojis.
      
      This second proposal ensures that:
      - "genuine" emojis (in the 0x1f000-0x1ffff range), will *always* be rendered
        using the new emojis font (this solves, for example, the monochrome "yellow
        faces" issue seen with some characters in my first proposal).
      - Special UTF-8 characters (in the 0x2000-0x32FF range) which have been used by
        scripters so far, will render as they used to, using the monochrome fallback
        fonts (this repairs scripted dialogs menus).
      - Remaining special characters, that do not have a corresponding glyph in the
        monochrome font, but do have one in the emojis font, will use the latter font
        to render.
      
      It also got the nice side-effect of removing the dependency on the ICU4C library.
      
      Note however that the recent commit:
      https://github.com/secondlife/viewer/commit/326055ba82c22fedde186c6a56bafd4fe87e613a
      will need to be reverted to allow this patch to actually fix scripted dialogs.
      
      Also, some cleanup might be needed in skins/default/xui/*/emoji_characters.xml to
      remove from it the special UTF-8 characters that will no longer be rendered with
      fanciful colors, but instead with the monochrome font glyphs.
      2f452d06
  23. Mar 12, 2024
  24. Mar 09, 2024
  25. Mar 08, 2024
    • David Parks's avatar
      HDRI Local Preview (#953) · c1bde757
      David Parks authored
      
      * #926 WIP - HDRI import prototype v0
      
      * #926 WIP -- add OpenEXR to autobuild.xml
      
      * #926 WIP -- Add OpenEXR cmake
      
      * #926 WIP -- Attempt at using OpenEXR autobuild package and don't hard code .exr file to load
      
      * #926 Unmangle autobuild.xml and get dll's in the right place (thanks, Caladbolg!)
      
      * implement mac shared libs plumbing for OpenEXR for secondlife/viewer#926
      
      * Fix Xcode/clang compile error regarding new[]/delete[] mismatch
      
      * #926 HDRI Preview finishing touches.
      
      - Full ACES when HDRI is enabled
      - Fix for probes getting stuck paused
      - Add exposure and rotation controls
      
      ---------
      
      Co-authored-by: default avatarBrad Linden <brad@lindenlab.com>
      Unverified
      c1bde757
  26. Mar 07, 2024
  27. Mar 06, 2024
  28. Mar 05, 2024
  29. Mar 01, 2024
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