Commit Graph

1519 Commits

Author SHA1 Message Date
Esteban Papp 68ffdd6714 SPEC-2513 Fixes to enable w4324 (#1197)
* Fix warning 4324

* warning that doesnt trigger anything

* missed warning
2021-06-09 11:33:13 -07:00
AMZN-puvvadar 5bdf9e3c6d Merge pull request #1175 from aws-lumberyard-dev/mp_session_integ
Integrating AzFramework Session hooks to Multiplayer
2021-06-09 10:39:31 -07:00
Benjamin Jillich eac0e42dc6 [LYN-3481] EMotionFX crashes when reloading an Actor (#1184)
* [LYN-3481] Added new actor instance request and notification buses

* [LYN-3481] Actor instance notifies bus about it being created or destroyed

* [LYN-3481] Selection lists are now automatically removing destroyed actor instances

* [LYN-3481] Morph targets window plugin reinitializing when used actor instance got destroyed

* [LYN-3481] Removing the OnDeleteActorInstance() from the emfx event handler/manager and porting the recorder to the new actor instance bus

* [LYN-3481] Removed the create actor instance calls from the event handler/manager

* [LYN-3481] Fixing automated tests
2021-06-09 19:25:05 +02:00
puvvadar 59d0a8817e Fix inconsistent naming and cover edge case 2021-06-08 22:56:53 -07:00
puvvadar da7870bb2a Fix some typos and comments 2021-06-08 22:46:45 -07:00
puvvadar 056e170eb6 Check for dns name on request player join 2021-06-08 16:48:23 -07:00
puvvadar cd5867d2fa Cleanup session changes and add on connection disconnected event 2021-06-08 16:43:36 -07:00
puvvadar fa55b495c4 Add handling for session provider ticket 2021-06-08 13:36:27 -07:00
Tom Hulton-Harrop dd95d2b02e ensure brute force ray intersection works (#1170)
* ensure brute force ray intersection works in the same space as kd-tree intersection

* add additional tests for ray casts against meshes using brute force approach

* update api and add some additional test cases

* comment tidy-up and other small updates/fixes for ray intersection code

* fix issue with values at the end of a ray
2021-06-08 19:44:33 +01:00
amzn-sean 937118f0a1 physxdebug switch viewport id to AzFramework::g_defaultSceneEntityDebugDisplayId (#1188) 2021-06-08 17:49:52 +01:00
Gene Walters 260b2851f3 Merge pull request #1148 from aws-lumberyard-dev/SPEC7174_ReceiveRPCsViaScriptViaEntityId
Allow Script Canvas Users to Listen for RPC Events Via EntityId
2021-06-08 09:23:36 -07:00
greerdv d7cef1acef Merge pull request #1182 from aws-lumberyard-dev/physx_debug_args_fix
fix argument processing for physx debug console commands
2021-06-08 16:11:31 +01:00
Gene Walters be0d0afc67 Merge pull request #1155 from aws-lumberyard-dev/LYN4281_ScriptCanvasNodePaletteSearchIgnoreWhitespace
Graph Canvas Node Palette Search Ignore Whitespace
2021-06-08 07:44:29 -07:00
greerdv bcff7ff698 fix argument processing for physx debug console commands 2021-06-08 14:53:22 +01:00
Benjamin Jillich 863aac2cb9 [LYN-3727] Actor Draw Bounds Draw Bounds & [LYN-3725] Actor Draw Skeleton Doesn't Draw Skeleton (#1168)
* [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.
2021-06-08 08:41:58 +02:00
Benjamin Jillich 4e79e6004c [LYN-3845] On the Actor component, click on the Animation Editor button, EMFX isn't opening (#1169)
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.
2021-06-08 07:39:35 +02:00
puvvadar 2b227a17d1 Remove extraneous code 2021-06-07 17:20:12 -07:00
puvvadar 45b1bbc85c Fix duplicate include 2021-06-07 17:13:52 -07:00
puvvadar 6f4c0c2ce8 Rename interfaces for clarity 2021-06-07 17:12:29 -07:00
puvvadar 03989f77bb Cleanup includes 2021-06-07 17:06:00 -07:00
puvvadar 40c7a6bd2d Integrate remaining requests and rename Handling Requests interfaces for clarity 2021-06-07 17:02:42 -07:00
guthadam d67628d88c ATOM-15701 changed material inspector highlight color 2021-06-07 18:23:40 -05:00
Esteban Papp 36cb0f6d40 SPEC-7178 Removal of precompiled cpp files (#1171)
* SPEC-7178  Removal of precompiled cpp files

* Missing files...
2021-06-07 15:59:58 -07:00
gallowj 2ad5a1916d Merge branch 'main' of https://github.com/aws-lumberyard/o3de into Atom/gallowj/Atom15729 2021-06-07 16:36:34 -05:00
puvvadar 5274019d31 Merge branch 'main' into mp_session_integ 2021-06-07 13:46:18 -07:00
AMZN-tpeng 3997f4a875 Merge pull request #1165 from aws-lumberyard-dev/Atom/tonypeng/ATOM-15723
ATOM-15723 [RHI][Vulkan] Set unbounded array support based on physica…
2021-06-07 12:19:19 -07:00
Gene Walters 3e74c4f1e1 fixed minor type. Beh method name should say entityId, not entity 2021-06-07 09:22:13 -07:00
Chris Burel c751cda73d Fix for variable that is only used in the debug config (#1166) 2021-06-07 15:07:17 +02:00
amzn-hdoke bf29b27937 Add AWSAttribution feature (#1164)
* 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>
2021-06-04 20:48:35 -07:00
Peng 0334aa1b1c ATOM-15723 [RHI][Vulkan] Set unbounded array support based on physical device indexing features
JIRA: https://jira.agscollab.com/browse/ATOM-15723
2021-06-04 20:17:32 -07:00
Ken Pruiksma 9df995dd26 Temporal anti-aliasing and constrast adaptive sharpening (#1161)
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.
2021-06-04 20:57:44 -05:00
Gene Walters 90fd676748 update to let regex ingore whitespace instead of removing whitespace by hand in order to preserve the original node name and lets us accurately highlight the matching part of the node name 2021-06-04 18:19:35 -07:00
dmcdiarmid-ly d19d2aff9d Merge pull request #1110 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15517
[ATOM-15517] Software Occlusion Culling
2021-06-04 15:21:39 -07:00
AMZN-koppersr 7613797810 Merge pull request #1126 from aws-lumberyard-dev/SpawnableEntityIdMapping
Spawnable entity id mapping
2021-06-04 15:15:46 -07:00
dmcdiarmid-ly 579f4ca9d6 Merge pull request #1138 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15718
[ATOM-15718] DiffuseProbeGrid quality level
2021-06-04 15:14:47 -07:00
gallowj dbdf970690 Atom15729 Fixed broken materials 2021-06-04 17:09:44 -05:00
Gene Walters a10e1d9a87 Script Canvas node palette search will ignore whitespace 2021-06-04 14:10:34 -07:00
AMZN-koppersr 55a4680659 Fixed Multiplayer unit tests.
The multiplayer unit tests created a SpawnableSystemComponent without an application to provide the Serialize Context. This caused an assert which failed the unit tests. Since the entity spawning system doesn't seem to be directly used the component was removed.
2021-06-04 14:10:30 -07:00
Guthrie Adams 4a8375748f Merge pull request #1147 from aws-lumberyard-dev/Atom/guthadam/LYN-3871_LYN-3872_material_slot_version_handling
LYN-3871_LYN-3872 Added version handling for removed serialize context fields
2021-06-04 16:05:35 -05:00
AMZN-koppersr 4eb5b3554e Merge branch 'main' into SpawnableEntityIdMapping 2021-06-04 14:00:06 -07:00
puvvadar 6ed6f3f808 Merge branch 'main' into mp_session_integ 2021-06-04 13:22:46 -07:00
Gene Walters c586ff1ca6 Allow script canvas user to listen for RPC events 2021-06-04 12:12:02 -07:00
guthadam b10ed227c0 Added version handling for removed fields 2021-06-04 13:54:45 -05:00
Esteban Papp 76a6df341b SPEC-2513 Fixes to enable w4457 2021-06-04 10:51:47 -07:00
AMZN-mnaumov 8fa6d5d1b0 Merge pull request #1050 from aws-lumberyard-dev/Atom/mnaumov/ATOM-15631
[ATOM-15631] First pass on exposing Display Mapper properties to Behavior Context
2021-06-04 10:30:04 -07:00
Qing Tao dcdd63966e ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name (#1133)
* ATOM-15658 Better option of CreateCommonBuffer requires unique buffer name
- Change the CreateCommonBuffer function to not require an unique  name by default.
- Remove the code for generating unique buffer names.
- Add buffer name to BufferAsset so it can be used for device object name instead of using asset file name.
- Change RPI::Buffer to use BufferName_AssetUuid as attachment id.
2021-06-04 10:28:56 -07:00
Chris Burel 5d4226df16 Get a mesh's morph targets based on the scene graph hierarchy, instead of mesh name (#1128)
When building a mesh's morph targets, the exporter has to identify the base
mesh in addition to each morph target mesh. Previously this was done by
searching the entire scene graph for nodes
* of type IBlendShapeData
* whose parent's name matches the name of the Atom model

This is problematic for a few reasons. The first is that the Atom model's
name may have been based on the optimized mesh node. When this happens,
the `OptimizedMeshSuffix` that is used in the Scene Graph node's name is
stripped off of the Atom model's name. The result is that the *unoptimized*
mesh is used as the base mesh for the blend shapes, instead of the
optimized blend shape. This of course results in disaster, since the
optimizer reorders the vertices, and the base mesh will not match the
optimized one. The second is that it is not really necessary to do the
search based on the node name at all. All of a mesh's blend shapes are
child nodes of the base IMeshData node. With this change, the base mesh
is located based on the node data pointer, and all of its child
IBlendShapeData nodes are added to the set of blend shapes to process. This
way, the Atom model's name isn't involved in the lookup.
2021-06-04 10:28:43 -07:00
AMZN-koppersr ce7b81e2e7 Merge branch 'main' into SpawnableEntityIdMapping 2021-06-04 10:11:47 -07:00
Aaron Ruiz Mora b73de269ee Use '<Default Physics Material>' instead of 'Default' in Material Selection widget. (#1140) 2021-06-04 15:24:22 +01:00
Doug McDiarmid fefa46dd6a Added DiffuseGlobalIlluminationFeatureProcessor and moved the DiffuseProbeGrid files to the DiffuseGlobalIllumination directory 2021-06-04 02:39:25 -07:00