For bone nodes, the Transform is computed by multiplying the parent offsetMatrix by the inverse of the node's offsetMatrix
Note that this currently disables the LimitBoneWeights option since that results in the removal of bone nodes that are not attached to a mesh.
Without the bones there is no way to retrieve the offsetMatrix, so the Transform cannot be computed correctly
Fixes LYN-3755
- Invalidate 'Physics Materials From Mesh' boolean from collider component
- Removed material library from material selector. Default material library will always be used instead.
- Marking failing automated test as xfail
- Added default material to physics configuration.
- Moved material library asset from physx configuration to physics configuration, as it doesn't need to be physx specific.
- Refactor physics material system having into account that there is only one material library in the project.
- Renaming code from DefaultMaterialLibrary to MaterialLibrary.
- All queries about physics materials unified under PhysicsMaterialRequests bus.
- PhysXSystem only manages the material library asset.
- Saving and reloading the same physics material asset with different content didn't trigger a events that the material library has changed.
- Changing Physics Material Request interface to use shared_ptr instead of weak_ptr to be simpler to handle the returned materials and having a more consistent code.
- Refactored Material Manager to improve its implementation. Still following the same approach of "creating materials on the fly as they are requested", but now it's doing it consistently across the interface, with private helpers functions FindOrCreateMaterial that simplify vastly the implementation.
- Material Manager now listens to change event of material library asset and default material configuration so it updates its materials accordingly.
- Complete Material move constructor and operator.
* Abort calls in AssImp, which occur when an assert is hit in builds that have asserts enabled (like debug) no longer generate a popup. Instead, they are captured as errors and an asset processing failure.
* Added missing include
* Added check for _WRITE_ABORT_MSG, so platforms that don't have it but have signals enabled (Linux profile) compile correctly
* Add Add/RemoveProject to Python Bindings
* Support Project, Add, Remove, Copy, Delete
* Open parent directory when duplicating to discourage path in owning dir
* Remove extra connects for new projects button
* Center project image
The method "PrefabLoader::GetRelativePathToProject" has been changed to "PrefabLoader::GenerateRelativePath", and reworked to get a correct relative path. GetFullPath has also been modified to get correct relative paths too. This requires an Asset Processor connection - if one isn't available (like during unit tests), the methods have fallback logic to produce project-relative paths.
With this change, SliceConverter can't use SaveTemplate() to save the file any more, because GetFullPath now expects to find an existing path, which doesn't work for not-yet-created files. Instead, it now has to use the same technique as the Editor and call SaveTemplateToString then save the string out as a file.
* wip support for mesh intersection with intersector bus
* WIP camera mesh intersection orbit logic
* remove unneeded template argument
* add bus connect/disconnect
* fix intersection logic
* small updates, additional comments, some tidy-up
* update formatting options slightly
* use aznumeric_cast
* temp workaround for negative distances with RayIntersection
A name like Camera.dll was matching against
Atom_Component_DebugCamera.dll so it thought the module was already seen
and wouldn't add it to the list of dynamic modules to load.
* Clarify ViewportWorldToScreen being in widget space and add DeviceScalingFactor
* -Fix viewport icons being draw wrong on high DPI displays
-Fix loading viewport icons from absolute paths, which
* Address review feedback, fix build
* Updated the enable gem and disable gem API
Renamed remove_gem_project.py -> disable_gem.py
Renamed add_gem_project.py -> enable_gem.py
Renamed the "add-gem-to-project" command -> "enable-gem"
Renamed the "remove-gem-from-project" command -> "disable-gem"
Fixed the parsing of the enabled gems from the enabled_gems.cmake file
* Adding newline to the end of the CMakeLists.txt
* {LYN-4060} Helios - Fix to load PAK Archive files
{LYN-4060} Helios - Fix to load PAK Archive files
* Helios - Archive does not load from PAK files due to IsFileExists() error
* the decompression tag does not need to be ZCRY, so removed it
* the PAK files are on disk, so a "on disk file exists" method is used
* the mapped files m_mapFiles need to track the file path, not just the filename
Tests: Release Launcher with a new level
* re-adding the read only flag check so that ZIP files can be created
* Revert "FBX settings can be opened again: g_fbxImporter is set, and if the ex… (#878)"
This reverts commit 58adcf168f.
* Revert "Merge pull request #753 from aws-lumberyard-dev/Helios_DataDrivenAssetImporter"
This reverts commit 798d96f1a2, reversing
changes made to eb31d90ad9.
* Revert "Revert "Merge pull request #753 from aws-lumberyard-dev/Helios_DataDrivenAssetImporter""
This reverts commit c1124f26d957388e88cc4990021314b5af247e1d.
* Revert "Revert "FBX settings can be opened again: g_fbxImporter is set, and if the ex… (#878)""
This reverts commit 978477097892a22e83519646527ff52ba6532f35.
* Fixed how FbxImportRequestHandler is loaded
* Bumped version to force FBX to rebuild + removed unused variable
* Revert "Revert "FBX settings can be opened again: g_fbxImporter is set, and if the ex… (#878)""
This reverts commit 978477097892a22e83519646527ff52ba6532f35.
* Revert "Revert "Merge pull request #753 from aws-lumberyard-dev/Helios_DataDrivenAssetImporter""
This reverts commit c1124f26d957388e88cc4990021314b5af247e1d.
* Fixed a bad revert
* Better error reporting at AP launch
* AZ_CRC -> AZ_CRC_CE and removed delayed reload of settings registry file now that it's available at startup
* fixed typo in comment
* provide the ability for component adapters to support multiple components per entity
* add missing explicit keywords
* updates following review feedback - update how template logic works
* small updats (fix typo, remove redundant includes)
* add missing this->
* naming change, common -> controller
* add [[maybe_unused]]
This introduces an EditorViewportIconDisplayInterface that will eventually be used to outright remove CIconManager, it provides a simple interface for loading 2D image assets and rendering them on-screen. It also introduces AtomBridge::PerViewportDynamicDraw for getting a dynamic draw instance on a per-viewport basis
There are already APIs for getting a relative product path from an absolute source path, or getting a relative source path for an *existing* source file, but there were no APIs for getting a relative source path for a *new* source file. Prefabs will need this ability to be able to correctly generate a relative source path inside the prefab file before the file has been saved.
The logic for relative source paths is a little bit tricky because the paths are relative to the watch folders, and the watch folders can be nested, with different priorities to explain which should take precedence. The input paths can also include specifiers like "." and "..", which need to be reconciled before creating the final correct relative path. The included unit tests test all of the tricky edge cases that I was able to identify.