Commit Graph

331 Commits (0217f45f3fbff8a21659b05c31f7e1ebfcdaa188)

Author SHA1 Message Date
Guthrie Adams 0217f45f3f
Merge pull request #4673 from aws-lumberyard-dev/Atom/guthadam/update_material_editor_icons
updated material editor skybox and changed property icons
4 years ago
amzn-phist 29b62c7b84
Various updates to get pak builds working (#4552)
* Various updates to get pak builds working

-Fix basing config file merges off engine root.
-Merge command-line in relelase to make sure they override defaults.
-Fix nullptrs.
-Exclude more paths from being sent to bootstrap setreg.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Reverting a change that caused some test failures.

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>

* Change tabs to spaces

Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
4 years ago
Guthrie Adams afdf35a925 updated material editor skybox and changed property icons
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Guthrie Adams 8487373b0c Updated thumbnail notification bus to use const QPixmap&
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Terry Michaels 00b938b6a7
Merge pull request #4212 from ppinfel/component-doc-links
Fixes various component's help URL links to correct o3de.org page
4 years ago
lumberyard-employee-dm f648cb1fd8
Update the FileIO Aliases (#4186)
* Update the FileIOAlias naming to make the cache, project root and engine
root paths more clear

The alias of `@root@`, `@assets@`, and `@projectplatformcache@` has been
collapsed to `@projectproductassets@`

The alias of `@devroot@` and `@engroot@` has been collapsed to
`@engroot@`

The alias of `@devassets@` and `@projectroot@` has been collapsed to
`@projectroot@`

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated use of devassets and devroot properties in python

Those properties now use projectroot and engroot

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updating the alias @engroot@ alias path comment in each platform specific LocalFileIO_*.cpp file

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed hardcoded size of 9 for the product asset alias.

The ResolvePath function now just appends the @projectproductassets@
alias with the input path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Remove duplicate @projectproductassets@ check in ProcessFileTreeRequest

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fix for typos in Hydra python test

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated LocalFileIO::Copy call on Windows to use the Unicode aware CopyFileW API

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the AWSMetreicsGemAllocatorFixture to properly suppress asset
cache write errors for Test file creation.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed unneeded call to set the @projectproductasstes@ alias at the bottom of the AssetSeedManagerTest SetUp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added a deprecated alias map to the FileIO System

When a deprecated alias is accessed, the FileIO System logs an AZ_Error and indicates the alias that should be used

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated python test scripts to use the projectroot binding

Retrieving the AutomatedTesting project path based on "<devroot>/AutomatedTesting" has been removed.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated references to devroot and devgame within the codebase

The GetAbsoluteDevGameFolderPath functions has been replaced with direct call to AZ::Utils::GetProjectPath
The GetAbsoluteDevRootFolderPath functions has been replaced with direct calls to AZ::Utils::GetEnginePath

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated <engroot>/AutomatedTesting references to projectroot


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced references that assumes the project path is <engroot>/AutomatedTesting with <projectroot> in the AutomatedTesting python test

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Correct casing in emfxworkspace file


Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed newly added AppendPathParts function
Removed the Path constructors which accepts a PathIterable instance

The PathIterable isn't safe to return to a user of the Path class as it might be referencing temporary paths supplied via PathView arguments

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed unused parameter warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Undid change to the LexicallyProximate function to set the path result to the base path.

It needs to return the *this path if the pathResult is empty

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Moved the LocalFileIO ConvertToAbsolutePath implementations to AZ::Utils

Fixed the ConvertToAbsolutePath implementation for Unix platforms to use a buffer that is size PATH_MAX(4096 on all our supported Unix platforms).
Because the buffer before was AZ::IO::MaxPathLength which as a size of 1024, this was resulting in the Unix `realpath` function smashing the stack when it converts a path to an absolute path that is longer than 1024 characters

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the EditorCore.Tests to attach the AZ Environment to the EditorCore shared library that is statically loaded on launch.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed for DeprecatedAlaisesKeyVisitor Visit function causing the non string_view overloads being hidden causing a hidden base class function warning

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Changed the AWSMetricsGemMock to use a temporary for writing test assets

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the LocalFileIO::ResolvePath function to use HasRootPath to determine if a path starts with a root path such as "D:", "D:/" or "/"

IsAbsolute was not the corect check as the path of "D:" is a relative
path.
To be absolute according to the Windows the path must have a root
directory. i.e "D:/" or "D:\"

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed absolute path comment from LocalFile_UnixLike.cpp and LocalFile_Android.cpp FindFiles implementations
Updated the ConvertToAlias to supply an AZ::IO::FixedMaxPath

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced usage of the @projectproductassets@ alias with @engroot@ when referring to the LmbrCentral source folder in the CopyDependencyBuilderTest and the SeedBuilderTests

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the ScriptCanvas Upgrade Tool to output backed up files to the
Project User Path instead of the engine root

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed whitespacing issues in Application.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Remove unnecessary creation of a FixedMaxPath in the UpgradeTool.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Modified testSeedFolder variable in the SeedBuilderTests to use the
@engroot@ alias instead of @projectproductassets@/.. alias when
referring to the LmbrCentral Gem source path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated references to the Project Asset Cache in the PythonTests.

Those tests no longer use the logic `azlmbr.paths.projectroot / "Cache" / "pc"` to retrieve a path to the cache root but instead the `azlmbr.paths.projectproductassets` constant

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed the FileIO Deprecated Alias test on Windows

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removing @projectsourceassets@ alias, as it is only used once.

Updated the PhysX EditorSystemComponent.cpp to query the ProjectPath
form the SettingsRegistry.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Replaced @projectproductassets@ alias with @products@

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Rollback changes to the PhysX EditorSystemComponent.cpp

The changes to use the ProjectPath from the SettingsRegistry has been implemented in PR #4497

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
Tommy Walton aef1f01de2
Expose OnModelReady to behavior context for hydra automation (#4331)
* Expose OnModelReady to behavior context for hydra automation

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Adding assets used by the hydra test to Atom/TestData

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Attempt to fix line ending

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Moving behavior context for mesh notification bus to the component controller

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Changed the AssetManager DispatchEvents function to continously pump the
AssetBus of queued functions until empty.

This replicates the old behavior of the EBusQueuePolicy::Execute
function that would continue to execute functions if new ones were added
during the execution of the current queue.

Split the TestFixture class from the AssetHandler and EBus handler for the DynamicSliceInstanceSpawnerTests and
PrefabInstanceSpawnerTest.
This avoids the AssetMananager destructor from deleting the test fixture
if the call to UnregisterHandler is ever removed. This also allows the
memory allocators to get online earlier.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removing an incorrect [[maybe_unused]]

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Moving incorrectly placed [[maybe_unused]]

Signed-off-by: amzn-tommy <waltont@amazon.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
Guthrie Adams 09c6101b8b
Merge pull request #4416 from aws-lumberyard-dev/Atom/mriegger/stopdecalflickering
Adding some code to cache the material in the editor component to avo…
4 years ago
Adi Bar-Lev 9786d63596
Hair - Hair Gem introduction to O3DE from Atom/barlev/AtomTressFX_DevRebase (#4439)
* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
   - Lighting model was replaced and we now use a modified Marschner model
   - Blending is done directly with the back buffer removing the silhouette of the original implementation
   - Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
   - Thickness corrected to handle hair gaps hence introducing better light passage for the TT
   - The hair is fully integrated into the Atom pipeline and structure design
   - Usage of single shared buffer for the computer buffers reduces barriers sync overhead

Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code clean pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - EMFX Actor visibility implementation

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - COnnecting hair passes to Atom's MainPipeline.pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding dedicated thumbnail pipeline that does not include the hair gem

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixed a few headers to have the latest O3DE license + verification fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - enabling editor component only when tool pipline is built + default texture add

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing Linux and Android compilation builds

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - another files change to make Linux compile

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - more Linux and Android build fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Shame: removed forgoten #pragma optimize
- Adding header complained by Android

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - removing the Hair Gem connection in the active project.

- This submission removes the connection to the active project hence allowing to run without the Gem.  Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.

Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - registrating gem pass templates through the gem templates file (#198)

* Hair - registrating gem pass templates through the gem templates file

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding handler disconnect for the pass template registration.

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)

* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing UI Editor (LYShine) crash (#209)

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)

* [Hair] - multiple render pipelines handling

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - minor cleanups

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - followups from review nits

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code fixes based on the CR remarks for the Hair merge to Dev (#248)

* Hair
- First introduction of Hair gem to Atom and O3DE
- The hair technology is based off TressFX 4.1
- These are some of the areas we enhanced the original TressFX implementation:
   - Lighting model was replaced and we now use a modified Marschner model
   - Blending is done directly with the back buffer removing the silhouette of the original implementation
   - Hair depth / thickness is now calculated to remove incorrect back lighting (TT lobe in the Marschner model)
   - Thickness corrected to handle hair gaps hence introducing better light passage for the TT
   - The hair is fully integrated into the Atom pipeline and structure design
   - Usage of single shared buffer for the computer buffers reduces barriers sync overhead

Remarks:
- Collisions via SDF compute are to be introduced soon
- Improved shortcut rendering method ala Eidos Montreal to be introduced soon

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - code clean pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - EMFX Actor visibility implementation

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - COnnecting hair passes to Atom's MainPipeline.pass

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding dedicated thumbnail pipeline that does not include the hair gem

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - changed Atom shader files to allow hooking the hair to the lighting data structures

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixed a few headers to have the latest O3DE license + verification fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - enabling editor component only when tool pipline is built + default texture add

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing Linux and Android compilation builds

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - another files change to make Linux compile

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - more Linux and Android build fixes

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Adding usage of fallback white texture
- Removing invalid null assignments into vectors
- Removing redundant mutex preventing deletion on some platforms

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair

- Shame: removed forgoten #pragma optimize
- Adding header complained by Android

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - removing the Hair Gem connection in the active project.

- This submission removes the connection to the active project hence allowing to run without the Gem.  Enable the passes in MainPipeline.pass and declare them again when you want to use the Gem.

Remark: the gem file PassTemplates.azasset was renamed and will be connected via code in the future to avoid the need to declare in the global pass template.
Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - registrating gem pass templates through the gem templates file (#198)

* Hair - registrating gem pass templates through the gem templates file

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - adding handler disconnect for the pass template registration.

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - PPLLIndexCounter buffer going data driven via the pass declarations (#202)

* Hair - PPLLIndexCounter buffer going data driven via the pass declaration
- Moving PPLLIndexCounter from code allocation and attachment to be data driven
- Fixed RPI typo bug that can prevent using buffers like that

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing UI Editor (LYShine) crash (#209)

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair - resolved the multi pipeline mismatches and crashes + cleaned initialization & leftovers (#222)

* [Hair] - multiple render pipelines handling

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - Shut down order is handle to allow hair feature processor be deregistered only after the bootstrap component has disabled it

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - minor cleanups

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* [Hair] - followups from review nits

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - last fixes based on CR remarks

Signed-off-by: Adi-Amazon <barlev@amazon.com>

* Hair - fixing AR

Signed-off-by: Adi-Amazon <barlev@amazon.com>
4 years ago
Guthrie Adams 050de68f7d Merge branch 'development' into Atom/guthadam/material_editor_replace_modified_color_with_indicator
Signed-off-by: Guthrie Adams <guthadam@amazon.com>

# Conflicts:
#	Gems/Atom/Tools/MaterialEditor/Code/Source/Window/MaterialInspector/MaterialInspector.cpp
#	Gems/Atom/Tools/MaterialEditor/Code/Source/Window/MaterialInspector/MaterialInspector.h
#	Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponentInspector.cpp
#	Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponentInspector.h
4 years ago
mrieggeramzn b3d7de1e78 Improvements. You can now call SetDecalMaterial() with any permutation and it works as expected
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
Steve Pham 799ab8585b
Update MaterialEditor launcher to use platform traits for executable extensions (#4429)
Signed-off-by: Steve Pham <spham@amazon.com>
4 years ago
Guthrie Adams e29726ad52
Merge pull request #4398 from aws-lumberyard-dev/Atom/amzn-tommy/ATOM-13339_RemoveModelAssetIdFixupFunction
Remove FixUpModelAsset
4 years ago
amzn-tommy 44afede58a Merge remote-tracking branch 'upstream/development' into Atom/amzn-tommy/ATOM-13339_RemoveModelAssetIdFixupFunction
Signed-off-by: amzn-tommy <waltont@amazon.com>
4 years ago
santorac c0d8020786 Merge branch 'development' into Atom/santorac/RemixableMaterialTypes 4 years ago
santorac 62e268bec7 Merge branch 'development' into Atom/santorac/RemixableMaterialTypes 4 years ago
amzn-tommy 96d833fc4e Removing a function that was originally added to convert model asset ids in levels that were created prior to December 2020, which pre-dates anything created for the public O3DE release.
Signed-off-by: amzn-tommy <waltont@amazon.com>
4 years ago
Guthrie Adams 4c9f456ea5 Merge branch 'development' into Atom/guthadam/material_component_supports_property_overrides_without_material_overrides
Signed-off-by: Guthrie Adams <guthadam@amazon.com>

# Conflicts:
#	Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/MaterialComponentController.cpp
4 years ago
Artur K f44169f7fa
Cleanup SerializeContext.h pt.1 (#4264)
* Remove AssetSerializer inclusion from SerializeContext header

Moved a few Reflect methods to new cpp files.

In addition, some preparations for further header dependency reductions.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix smoke test lua failures.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Windows build fixes.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Missing license headers

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix white-space issues.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Code review fix for AzToolsFramework/AssetEditor/AssetEditorBus.h

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix inheritance list wrapping broken by older clang-format

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
santorac 3753ee6f1c Merge remote-tracking branch 'upstream/development' into Atom/santorac/RemixableMaterialTypes 4 years ago
Guthrie Adams f8374b76b7 Added modified property indicator icon to material property inspector in material component
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Pinfel bf58638505
Merge remote-tracking branch 'origin/development' into component-doc-links 4 years ago
Guthrie Adams b0ea4ac389 moved code for applying properties to MaterialAssignment
added lambdas for queuing and updating assets

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Guthrie Adams ebcf3723f9 Material Component: Can set material property overrides on default materials
No longer need to assign material overrides to set/edit properties in UI or script
Material component will load and use the default material for a slot if no override is assigned

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
dmcdiarmid-ly 2c55ad5379
Merge pull request #4202 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-4126
Change the Reflection Probe component to an OBB
4 years ago
dmcdiar 3961d2724e Merge branch 'development' into Atom/dmcdiar/ATOM-4126 4 years ago
mrieggeramzn 50fabb1bf7
Atom/mriegger/fixupname (#4187)
* Removing atom from the Decal (atom) name
* Decal component can take advantage of non-uniform scale option
* Using the base class nonuniform scale property rather than firing an event
* removing pragma optimize off
* Python tests need the updated name

Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
hershey5045 30da67fe7d
Editor HDR Color Grading Component implemented under the PostFx stack (#4159)
* Add HDR color grading pass and shaders.

* Remove color grading pass from light adaptation parent pass due to failing ASV tests. This will be added back later on.

* Editor HDR Color Grading Component implemented under the PostFx stack (#219)

* Add softmin/max for unbounded color grading properties.

* Revert channel mixer properties to vector3. Refactor mix to weight. Fix color grading pass to convert any color variable into vec4.

Signed-off-by: rbarrand <rbarrand@amazon.com>

Co-authored-by: Robin <rbarrand@amazon.com>
4 years ago
dmcdiar db5fd91ac9 Merge branch 'development' into Atom/dmcdiar/ATOM-4126 4 years ago
Guthrie Adams 376a6040d8 Addressing PR feedback
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Guthrie Adams 5a2ae1d483 Merge branch 'development' into Atom/guthadam/material_component_clear_and_repair_commands 4 years ago
Scott Romero 36bcf5849a
[development] Migrated Atom CPU profiler to utilize new AzCore Profiler interface and related macros (#4160)
- Added new interface type AZ::Debug::Profiler to externally register profiler systems
 - Modified the Atom CPU profiler to register as an AzCore profiler
 -- This allows full engine markers to be visualized in the associated ImGui tool
 - Converted all AZ_ATOM_PROFILE_* macros to use AZ_PROFILE_* macros instead

Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
4 years ago
Guthrie Adams 0c9dbb8658 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>
4 years ago
Pinfel 00b5b7ba2d
Fixed in-editor "Atom" category components reference links to o3de.org docs
Signed-off-by: Pinfel <ppinfel@gmail.com>
4 years ago
Pinfel 1fc8ef44c7
Fixed in-editor "Animation" category components reference links to o3de.org docs
Signed-off-by: Pinfel <ppinfel@gmail.com>
4 years ago
santorac c2abd2d74f Updated the naming convention for material property "names" vs "IDs".
A "property name" is the name of the just the property without regard to the group that it's in. A "group name" is the name of the group. And a "property ID" is the full unique name of a property in the form "groupName.propertyName". This is important preparation for upcoming changes where property sets can contain other property sets, and property IDs can be arbitrarily long like "layer1.baseColor.factor" for example.

The naming changes include variables, some code comments, and the .materialtype file format. I was able to make these changes in a backward compatible way so a property or group "id" field has been replaced with a "name" field, but "id" is still supported for compatibility. StandardPBR, EnhancedPBR, StandardMultilayerPBR, and Skin have all been updated. Note that MinimalPBR has not been updated, proving that backward compatibility works. (We can update this one too at some point though).

Testing:
Opened up materials in the material editor.
Ran AtomSampleViewer in dx12 and vulkan with no new failures.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
dmcdiar b4d6b65eba Merge branch 'development' into Atom/dmcdiar/ATOM-4126 4 years ago
dmcdiar b737e9f80e Merge branch 'development' into Atom/dmcdiar/ATOM-4126 4 years ago
dmcdiar 880f4d96cc Changed the ReflectionProbe component to use an OBB
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
4 years ago
Guthrie Adams 9f65277906 restoring changes lost in merge
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Guthrie Adams 825e523483 Merge branch 'development' into Atom/guthadam/multiple_dockable_pinned_material_component_property_editor
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Guthrie Adams d07b115569 Rebuilding UI and instance data hierarchy on any external property change
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
santorac 5b04183b4e
Material System Reports Warnings About PSO-Impacting Changes
Merge pull request #4102 from aws-lumberyard-dev/Atom/santorac/WarnOnMaterialPsoChanges

These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.

- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Added a new ScopedValue utility class that simply sets a value when it goes out of scope.
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.
- Made a couple imporvements to material_find_overrides_demo.lua: 
  - Made the target material slot name configurable through an exposed component property. 
  - Fixed a timing issue where the assignmentId was invalid if FindMaterialAssignmentId is called too early.
4 years ago
Guthrie Adams 1e1f1b6aee Merge branch 'development' into Atom/guthadam/multiple_dockable_pinned_material_component_property_editors 4 years ago
santorac 48e0a9d5ff Merge remote-tracking branch 'upstream/development' into Atom/santorac/WarnOnMaterialPsoChanges 4 years ago
Guthrie Adams 754a1a0975 Merge branch 'development' into Atom/guthadam/multiple_dockable_pinned_material_component_property_editors 4 years ago
Guthrie Adams f7d4b8e70f Changing material component property inspector to dockable view pane
• Inspector is locked to a specific entity and material assignment ID
• All modifications are made via the material component request bus
• Removed complicated configuration management in editor material component
• Multiple material property inspectors can be opened
• Multiple materials across different entities can be edited simultaneously
• No longer blocks the viewport or other interactions
• Added functions to material component request bus for retrieving material slot labels, default materials, getting and setting property and UV overrides
• Added more asset related types to material property value conversion from any
• Added support for static heading widget on top of atom tools inspector, currently used for menus and messages

WIP: Still investigating intermittent crash because of corrupt asset property
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
4 years ago
Esteban Papp b5835fceb6 Merge branch 'development' into cmake/warn_virtual
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Gems/Atom/Feature/Common/Code/Source/Shadows/ProjectedShadowFeatureProcessor.h
4 years ago
mrieggeramzn 603e33d7f7
Removing the boundary search method. (#4024)
* Removing the boundary search method. Bicubic is now the default and only PCF filtering method

* Removing padding (based upon feedback)

* Removing PCF method from py auto testing

Signed-off-by: mrieggeramzn <mriegger@amazon.com>
4 years ago
santorac 51f101748d These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.
- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago