* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS
Signed-off-by: Steve Pham <spham@amazon.com>
Renamed document related buses and components to have generic names
Added a base document class with default implementation from which other application specific documents can be derived to work with the document system
Added document factory function registration to the document system request bus so that each application can specify the type of document it creates
Updated all comments and messaging to only refer to documents, not materials or material documents
Updated material editor and shader management console to conform to the new buses
This will provide a first pass of a common interface for a document management system that can be shared by multiple applications
Corrected status bar message copy and paste errors
Updated all test scripts to use the new buses
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
fixed problems with status bar messages not appearing
added status bar messages to shader management console
got rid of central widget variable and moved layout to atom tools window base class
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
- Renamed "Details" group to "Overview".
- Renamed "UV Names" group to "UV Sets".
- Renamed "General" group to "General Settings".
- Renamed "Parallax" group to "Displacement".
- Renamed "Texture Map" properties to just "Texture". In cases where a specific type of texture is mentioned like "roughness texture map" I called this "roughness map" (which is more common according to google).
- Renamed "Heightmap" to "Height map" (which is more common according to google).
ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types
Cleaned up code around MaterialFunctor's QueryMaterialPropertyMetadata and QueryMaterialPropertyGroupMetadata.
Removed unnecessary "groupHeader->setObjectName(...)"
Simplified code in MaterialInspector::OnDocumentPropertyGroupVisibilityChanged.
The structure of InspectorWidget::m_groups changed, so I had to update my new code accordingly.
Updated the InspectorWidget::m_groups code a bit to be more readable.
Discovered the initial property group visiblity state wasn't being set correctly when a material was first opened, so groups weren't initially hidden when they should have been. This had to be fixed in different ways for MaterialEditor's inspector and MaterialComponent's inspector.
ATOM-14688 Disable Individual Layers
ATOM-14688 Disable Individual Layers
- Added new SetMaterialPropertyGroupVisibility functions to the material functors.
- Updated the MaterialFunctor::EditorContext to include parameters for handling material property group metadata.
- Updated the material inspector(s) to apply the property group visiblity changes from the material functor, to hide or show the property groups.
- Moved some code from MaterialPropertyDescriptor.h/cpp to a new MaterialDynamicMetadata.h/cpp, since these aren't really related to the MaterialPropertyDescriptor code. It's more for material functors to use.
- Also fixed the casing for the "GetMaterialPropertyValue_Image" lua function, since I was already in this code (ATOM-14793 "Fix Inconsistent Casing For LuaMaterialFunctorRuntimeContext")
Tested in MaterialEditor and in in the main Editor's MaterialComponent property override inspector.