Multi-threaded software skinning by splitting the mesh up into batches of 10,000 vertices, which results in 27 jobs being spawned and executed using a character asset from a customer having 262,676 vertices and a speed improvement of 12x on a 32-core machine.
Single-threaded: 11,61 ms
Multi-threaded (27 jobs): 0,96 ms
* Created a SkinRange() function that can skin a part of the vertices.
* The actual skinning is now using the job system to split up the skinning into several pieces and executes them in parallel.
* Ported the bone info array to AzCore.
* Fixed some issues with the mesh based bounds update in the actor instance.
* The asset source filename is now displayed instead of the product filename.
* Fixed a stylesheet issue with screen scaling on 4K monitors for the saved changed files window.
* Cleaned up surrounding code.
* GraphObjectProxy is now hidden from Script Canvas
* the IGraphObject has been added to the BC
Jira: https://jira.agscollab.com/browse/LYN-3365
Tests: manual testing the node type is not in the SC editor
Moved the code that automatically appended a script variable name to a property description out of the dynamic property class and into the material property conversion utility functions.
Added proper descriptions for the material type and parent material placeholder properties
https://jira.agscollab.com/browse/ATOM-14065
This replaces grid hub usage in the material editor. It allows material editor and other tools to intercommunicate on the local host. This will allow enforcing that there is only one instance of the material editor running. Opening a second instance will forward command line options to the first instance running a local server.
https://jira.agscollab.com/browse/ATOM-15439https://jira.agscollab.com/browse/ATOM-13742
* Created the Project Manager project with a barebone styled window and rough sketch of first screen
* Renamed to Project Manager, ect.
* Corrected string name for projectmanager and added comments on getting engine path
* Changed output name for Project Manager to lowercase o3de
* Added header guards
The AssetBundler is a new ToolsApplication that allows users to work through the entire Asset Bundling process without ever touching a command line.
* Integrating github/AssetBundler through commit 1d65018
* Asset Bundler bug fixes: platform initialization and GUI styling (#5)
* fixed enabled platform initialization
* fixed the cached engine root. This fixed some of my Seeds tab data issues. The default Engine Seed List appeared, and was able to display the contents on screen.
* updated my notes of active bugs
* changed some casing in various include lines to hopefully fix my linux build
* another include fix for linux
* AssetBundler GUI is now compiling on Mac
* removed some things off of my todo list because the mac build fix actually fixed the visuals! everything's the right color again
* removed the word Lumberyard from the bundler
* Asset bundler bug fixes - Bundles, Gems, and Tests (#9)
* Fixed the Bundle loading and generation problem. Turned out to be a FileWatcher issue.
* turns out gem loading wasn't broken, there were just no existing SeedListFiles for any of the gems loaded by the AutomatedTesting project. I added a default SeedListFile for the PrimitiveAssets Gem.
* fixed some failing AssetBundler Gem tests
* Misunderstood the need to have default seed lists for asset-only gems. removing the previously created seed list file
* Asset bundler bug fixes: Seeds Tab display issues and _dependencies.xml loading (#10)
* Fixed the Project Source column in the Seeds tab
* The AssetBundler will no longer attempt to copy a template version of the ProjectName_dependencies.xml file into your active project. However, it will throw an error if you do not have one. A follow-up ticket has been cut to address this issue.
* updated the AssetBundler icon. This one matches the current style guides
* PR feedback: pass a const ref instead of a value
* PR feedback: safer conversion from a string_view to a QString
Co-authored-by: alexpete <alexpete@amazon.com>