Integrating github/staging through commit 5f214be
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@@ -15,6 +15,8 @@ if (NOT PAL_TRAIT_BUILD_HOST_TOOLS)
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return()
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endif()
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ly_get_list_relative_pal_filename(pal_dir ${CMAKE_CURRENT_LIST_DIR}/Platform/${PAL_PLATFORM_NAME})
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ly_add_target(
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NAME FbxSDKWrapper STATIC
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NAMESPACE AZ
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@@ -138,7 +138,7 @@ namespace AZ
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AZ_TracePrintf(Utilities::WarningWindow, "Opacity has been changed from 0 to full. Some DCC tools ignore the opacity and "
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"write 0 to indicate opacity is not used. This causes meshes to turn invisible, which is often not the intention so "
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"the opacity has been set to full automatically. If the intention was for a fully transparent mesh, please update "
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"the opacity in Lumberyards material editor.");
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"the opacity in Open 3D Engine's material editor.");
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}
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material->SetOpacity(opacity);
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@@ -98,9 +98,9 @@ namespace AZ
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->Attribute("AutoExpand", true)
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->Attribute(Edit::Attributes::NameLabelOverride, "")
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->DataElement(AZ_CRC("ManifestName", 0x5215b349), &MeshGroup::m_name, "Name mesh",
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"Name the mesh as you want it to appear in the Lumberyard Asset Browser.")
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"Name the mesh as you want it to appear in the Open 3D Engine Asset Browser.")
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->Attribute("FilterType", DataTypes::IMeshGroup::TYPEINFO_Uuid())
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->DataElement(Edit::UIHandlers::Default, &MeshGroup::m_nodeSelectionList, "Select meshes", "Select 1 or more meshes to add to this asset in the Lumberyard Asset Browser.")
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->DataElement(Edit::UIHandlers::Default, &MeshGroup::m_nodeSelectionList, "Select meshes", "Select 1 or more meshes to add to this asset in the Open 3D Engine Asset Browser.")
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->Attribute("FilterName", "meshes")
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->Attribute("FilterType", DataTypes::IMeshData::TYPEINFO_Uuid())
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->DataElement(Edit::UIHandlers::Default, &MeshGroup::m_rules, "", "Add or remove rules to fine-tune the export process.")
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@@ -98,7 +98,7 @@ namespace AZ
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->Attribute("AutoExpand", true)
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->Attribute(Edit::Attributes::NameLabelOverride, "")
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->DataElement(AZ_CRC("ManifestName", 0x5215b349), &SkeletonGroup::m_name, "Name skeleton",
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"Name the skeleton as you want it to appear in the Lumberyard Asset Browser.")
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"Name the skeleton as you want it to appear in the Open 3D Engine Asset Browser.")
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->Attribute("FilterType", DataTypes::ISkeletonGroup::TYPEINFO_Uuid())
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->DataElement("NodeListSelection", &SkeletonGroup::m_selectedRootBone, "Select root bone", "Select the root bone of the skeleton.")
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->Attribute("ClassTypeIdFilter", AZ::SceneData::GraphData::RootBoneData::TYPEINFO_Uuid())
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@@ -103,9 +103,9 @@ namespace AZ
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->Attribute("AutoExpand", true)
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->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
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->DataElement(AZ_CRC("ManifestName", 0x5215b349), &SkinGroup::m_name, "Name skin",
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"Name the skin as you want it to appear in the Lumberyard Asset Browser.")
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"Name the skin as you want it to appear in the Open 3D Engine Asset Browser.")
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->Attribute("FilterType", DataTypes::ISkinGroup::TYPEINFO_Uuid())
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->DataElement(AZ_CRC("ManifestName", 0x5215b349), &SkinGroup::m_nodeSelectionList, "Select skins", "Select 1 or more skins to add to this asset in the Lumberyard Asset Browser.")
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->DataElement(AZ_CRC("ManifestName", 0x5215b349), &SkinGroup::m_nodeSelectionList, "Select skins", "Select 1 or more skins to add to this asset in the Open 3D Engine Asset Browser.")
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->Attribute("FilterName", "skins")
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->Attribute("FilterVirtualType", Behaviors::SkinGroup::s_skinVirtualType)
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->DataElement(Edit::UIHandlers::Default, &SkinGroup::m_rules, "", "Add or remove rules to fine-tune the export process.")
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@@ -55,7 +55,7 @@ namespace AZ
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EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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editContext->Class<BlendShapeRule>("Blend shapes", "Select mesh targets to configure blend shapes at a later time using Lumberyard.")
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editContext->Class<BlendShapeRule>("Blend shapes", "Select mesh targets to configure blend shapes at a later time using Open 3D Engine.")
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->ClassElement(Edit::ClassElements::EditorData, "")
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->Attribute("AutoExpand", true)
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->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
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@@ -59,7 +59,7 @@ namespace AZ
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->ClassElement(Edit::ClassElements::EditorData, "")
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->Attribute("AutoExpand", true)
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->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
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->DataElement(Edit::UIHandlers::Default, &MaterialRule::m_updateMaterials, "Update materials", "Checking this box will accept changes made in the source file into the Lumberyard asset.")
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->DataElement(Edit::UIHandlers::Default, &MaterialRule::m_updateMaterials, "Update materials", "Checking this box will accept changes made in the source file into the Open 3D Engine asset.")
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->DataElement(Edit::UIHandlers::Default, &MaterialRule::m_removeMaterials, "Remove unused materials","Detects and removes material files from the game project that are not present in the source file.");
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}
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}
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