Adding new commands to the material component for managing, removing, repairing material slots
• Adding commands to material component to clear or repair material slots • Moved all clear and repair functions from the editor component to the material component controller, bound to its buses so they can be accessed from script • Added new functions to clear model and LOD material groups • Added function to remove material assignments with bad asset references • Added function to reassign materials with bad asset references to the default asset • Added function to remove material assignments that don’t match slots available on the active model. This case arises when switching between different models, changing the materials on a given model, or copying and pasting the material component to a different entity with a different model. The user might end up with hidden material slots that load assets but have no effect. • Converted remaining code that iterated over editor material slots to instead use the material component request bus • Removed functions from the editor material component that enumerated editor material slots Signed-off-by: Guthrie Adams <guthadam@amazon.com>
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@@ -55,6 +55,10 @@ namespace AZ
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bool OpenExportDialog(ExportItemsContainer& exportItems)
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{
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// Sort material entries so they are ordered by name in the table
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AZStd::sort(exportItems.begin(), exportItems.end(),
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[](const auto& a, const auto& b) { return a.GetMaterialSlotName() < b.GetMaterialSlotName(); });
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QWidget* activeWindow = nullptr;
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AzToolsFramework::EditorWindowRequestBus::BroadcastResult(activeWindow, &AzToolsFramework::EditorWindowRequests::GetAppMainWindow);
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