* [LYN-3727] Actor Draw Bounds Draw Bounds & [LYN-3725] Actor Draw Skeleton Doesn't Draw Skeleton
* Added skeleton, aabb and emfx debug drawing to the actor component.
* Aux geom rendering is flickering as also reported in the Discord channels. Trick with using the scene notification bus did not work as the actor instance is not bound to a given scene as far as I am aware.
We're opening the Animation Editor now also in case no actor has been chosen yet. In this case the Animation Editor will also just be started without loading any assets.
* Moving menu options around
* Consolidation and moving of toolbar functioanlity
* Fixed non-unity build missing header
* Updated camera icon to the correct one
* Addressed review feedback
* Addressed review feedback
* Moved icons to new folder structure/naming
Switch EditorContextMenu back to using popup instead of exec
The switch to exec was a deliberate change, but upon further testing with the latest version of our camera input controllers (both the Legacy and Modern variants) it is no longer necessary to call exec, and doing so can cause a bug in which the cursor is still hidden when the context menu appears.
* {LYN-4230} Fixed loading *.pak files in Release builds
* Helios - Release mode should load all *.pak files
* Tests: made a separate installation folder with a reduced "engine.pak" and a full "game.pak" which loads in release
* added unit test to regress the bug fix
* formatting changes to AzToolsFramework viewport related types + API comment style updates
* minor format change - include ordering
* improve formatting by moving comment
* fix compile error and switch to use AZ_Printf
* small polish changes after review feedback
* LYN-3601: Provide skeleton classes for AWS Attribution (#31)
Provide skeleton classes for AWS Attribution, along with some basic unit tests
* Add AWS Attribution UI and settings (#56)
* Adding AWS Attributions UX and corresponding editor preference s setting
* Fix serialized field description
* Fixed update frequency to be a day
* Handling editor startup with default values for AWSAttribution
* Add missing header and remove AWSCoreSystemComponentMock fron test
* Generate and post AWSAttribution metric (#69)
* Adding AWS Attribution Api service job
* Adding support for config endpoint override
* Update Api endpoint formatting, fix default region
* Remove extra header
* Fixes for link issues
* Fix Unittest namespace
* Instantiating AWSAttributionSystemComponent in AWS.Editor module
* Update AttributionMetric with engine version and AWS enabled gems (#77)
* Update AttributionMetric with engine version and AWS enabled gems
* Fix warnings
* Undoing accidental change
* Saving level PrefabLevel_OpensLevelWithEntities
* Remove overriding editorprefrences.setreg
* Revert "Saving level PrefabLevel_OpensLevelWithEntities"
This reverts commit 529af70c55ece70fc6bc29ceb83bef60413713a3.
* Move AWS preferences to its own temp settings file
* Undo accidental file add
* Add missing string params in warning messages
Co-authored-by: Pip Potter <61438964+lmbr-pip@users.noreply.github.com>
First version of temporal antialiasing and contrast adaptive sharpening for GA. Works well in most cases but still has a few issues that will need additional time. This is only the passes and shaders with no exposure to the editor. TAA and CAS can be turned on by enabling their respective passes in the pipeline.
All of the code has been previously reviewed in smaller PRs into the taa_staging branch:
aws-lumberyard-dev#29
aws-lumberyard-dev#53
aws-lumberyard-dev#73
aws-lumberyard-dev#79
aws-lumberyard-dev#84
Main issues:
- Bloom doesn't play nice with TAA and seems to greatly amplify any flickering
- AuxGeom jitters with the camera, so TAA doesn't currently work well in editor
- Transparencies don't have correct motion vectors. History rectification keeps this from looking too bad, but could still be improved
- There is still more that could be done to inhibit flickering, usually from specular aliasing
- Motion vectors aren't correct on POM unless PDO is turned on, which can result in some blurring during motion.
- SSAO can contribute to flickering in its default half res configuration. Changing this to full res mitigates the problem.
Squashed merge of the following:
* [ATOM-13987] Initial checkin of Taa pass.
* TAA pass setup WIP. (does not work yet due to pass configuration issues).
* Taa WIP - Camera motion vectors fixed and hooked up. TAA does simple reprojection and rejection based on depth.
* Small update to use lerp and add some comments.
* Fix issue with attachments not being set up on bindings at initialization. Fixing issue with half-pixel offsets in TAA shader
* - Motion vector passes now use the same output with mesh motion vectors overwriting camera motion vectors.
- Taa pass now works with multiple pipelines.
- Cleaned up TAA shader a bit.
* Fixes from PR review.
* Adding check for multiple attachments of the same name with different resources in Pass::ImportAttachments().
* Adding camera jitter with configurable position count. Updated TAA to blend in tonemapped space.
* Fixes from PR review. Fixing camera motion vectors for background (infinite distance)
* Updates to taa shader from PR review
* Adding a rcp input color size.
* Fix comment on PassAttachment::Update()
* Updates for PR review.
* Fixing missing const on the FrameAttachment* in Pass's call to FindAttachment()
* Taa WIP - Adding filtering to both the current pixel and history. Adding rectification based on variance clipping. Adding some basic anti-flickering. Removing rejection based on depth.
* Updates from PR code review. Mostly better commenting and naming.
* Adding contrast adaptive sharpening based on AMD FidelityFX CAS to help with the softness added by TAA.
* Changing to using luminance for sharpening instead of just green. Added some comments.
* Moving Taa's NaN check to a better location. Disabling TAA and sharpening in prep for check in.
* Updates from PR feedback.
* Added loading bar mode to project button
* Added ProjectBuilder files
* commmit current progress for project building
* Push current project building work
* Full build commands built out and message boxes for lots of situation
* Replaced defaultProjectImage placeholder
* Added installed cmake path to builder process env PATH