* Safety commit before merging
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Moved from Physics to Terrain
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes from PR + AR fix
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixed another AR bug
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixed another AR compilation bug
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* More PR changes
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Added virtual destructor
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Added TestSuite_main_Optimized.py
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes from PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Further fixes for PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fix to editor_test.py
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing prefab level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing slice level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing prefab level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Disabled orefab loading for the time being.
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* First commit
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* completed changes
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
Fixed potential render scene time precision issues.
The timestamp was simply converted from GetTimeAtCurrentTick to a float. Since this value is backed by QueryPerformanceCounter which is 0 at boot, you could see broken animations on the GPU when your system has been on for a long time. So I simplified the RPI's time API (removed unused code), and subtracted the application start time each frame before converting the time value to a float.
Also moved FindShaderInputConstantIndex("m_time") to be called only once, instead of every frame.
Testing:
Originally: I had a local material shader that did vertex animation and it wasn't working at all before, and now it works.
More recently, I made local changes to StandardPBR to add a simple sin wave animation. I also modified GetTimeNowMicroSecond() to artificially add 30 days to the clock. This showed choppy animation before my changes, and smooth animation after.
AtomSampleViewer passed dx12 and vulkan (other than pre-existing issues)
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Changed material document to load a source data are for the parent material as well. It was also a previously loading the parent material products asset which would be out of date compared to the source data.
Changed material document to track source file dependency changes instead of product asset changes.
Fixed a bug or copy paste error in the document manager that was using the same container to track documents the modified externally and from other dependency changes.
Returning source data dependencies when creating a material asset from source.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
This RenderStates is used to override the values in the final draw packet, if the values are valid; it's supposed to be initialized to invalid values, but it wasn't. So the depth compare function was getting set to Less instead of GreaterEqual. This wasn't a problem when using serialized assets from disk, because the deserialization uses the default constructor which did initialize m_renderStatesOverlay. No all Item constructors initialize m_renderStatesOverlay.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Remove size limit on cached profile regions.
Signed-off-by: rbarrand <43485729+hershey5045@users.noreply.github.com>
* Discard excess profiling data once limit has been reached. Warn users only the first time the limit is reached.
Signed-off-by: rbarrand <43485729+hershey5045@users.noreply.github.com>
* Fix bug that was clearing cached time regions instead of the cached time regions map.
Signed-off-by: rbarrand <43485729+hershey5045@users.noreply.github.com>
We were destructively moving the DOM template into the builder, leaving the Prefab system with an invalid DOM when teardown occurs. For now, this just copies the document to fix this specific test failure, but we may want to consider making `FindTemplateDom` return a const document and requiring that mutations get routed through the prefab system component to avoid similar situations in the future.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene created by PreviewRenderer but not the Main Scene
Deprecate GetDefaultScene() function.
Update all the places which use GetDefaultScene to use Scene::GetFeatureProcessorFromEntityId or GetMainScene.
Tested with Editor, UI Editor, Material Editor, game launcher.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
(cherry picked from commit 8da6bea073)
* improvements to camera orbit feedback
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* minor tidy-up before publishing PR
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* updates following review feedback
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add new default orbit point behavior
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add default orbit distance to settings registry
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add new default orbit point behavior
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add default orbit distance to settings registry
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* expose default orbit distance to editor settings menu and update how we display default camera position
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add improve orbit changes for focus
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
float
Github issue: https://github.com/o3de/o3de/issues/2522
Change to float3. The current ASV tests are not affected but
using the RPI/Mesh example with Mesh: objects/suzanne.azmodel
and the material:
StandardMultilayerPbrTestCases/005_UseDisplacement.material
Showed a clear improvement.
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
Having subsurface scattering into a completely back area is an unrealistic scenario and caused colored artifacts. I changed the material to mask out the black areas from applying SS. Corresponding changes will be made to the expceted screenshot in AtomSampleViewer as well.
Note these artifacts were originally introduced at commit 19638c4697 Fri Jul 2 01:18:09 where SS was fixed to work again where it bad previously been broken and didn't show up in this test case.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>