* Clear prefab templates on new level creations and loads
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Fixed failing prefab unit tests after change to clear templates
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* The enable_gems command now registers the gem with the project if only registered with o3de_manifest.json
Updated the `enable_gems` command to register the gem with the project if the gem is not registered with either the project or the engine being used.
This allows the gem to be added to the build system if it wasn't registered before.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding quoting around the invocation of the OpenProjectManager command
The --project-path parameter now is able to pass in a path with spaces
to the invocation of the Project Manager.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
from 'project root' to 'project root/Assets/Physics'
The functionality of creating / using the default physmaterial file has only change in related to the file location, other functionality is unchanged.
The following situations can occur:
This will not affect have any project that uses a custom physmaterial file.
This will not affect have any project that uses the default from the old location, as the configuration will still point there.
New projects created will get the default physmaterial file at the new location.
A Project that fails to load (or deletes) the selected physmaterial file, will get the default physmaterial file at the new location (this happens only on startup of the editor).
Issue: #2765
Signed-off-by: amzn-sean 75276488+amzn-sean@users.noreply.github.com
* Fixed bug in hash_table that made rehash() function to run infinitely on specific conditions when inserting an already existing element
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Replaced erasing to happen in the source list instead
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* minor comment improvement
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Small commment improvement
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Small comment fix
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Added assert and fixed code with incorrect hashing
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* .
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Addressed PR comments, reverted to void* as it size_t hash is different
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Fixed build on linux
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Addressed PR comments
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
Co-authored-by: Garcia Ruiz <aljanru@amazon.co.uk>
The cloth rule stores the name of a mesh node that is used to retrieve
cloth data from. However, at asset processing time, the model builder
switches things to look for the optimized version of a mesh. The cloth
rule was not doing this, so it would return the cloth data for the
unoptimized mesh. This resulted in the final mesh having some data from
the optimized mesh and cloth data from the non-optimized mesh.
This changes the cloth rule to use the optimized version of a mesh, if
it exists, and fall back to the unoptimized mesh when it does not exist.
This closes issue 2454.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Re-add support for UI Elements that use Render Targets
* Move LyShine pass request from Atom's MainPipeline.pass to project's
* Make all dynamic draw contexts in LyShine draw to pass directly without the need of draw list tags
* Remove local RPI changes that are no longer needed
* Prevent crash if LyShine gem is enabled but its custom pass hasn't been added to the main render pipeline
* Revert to default UI pass if the LyShine pass has not been added to project's main render pipeline
Signed-off-by: abrmich <abrmich@amazon.com>
Formalized the concept of an model's material slots
Before, the ModelAsset and MaterialComponent code was conflating the idea of a material slot ID and a default material assignment. The default material asset's sub-ID was being used to uniquely identify the material slot as well. This blocks our ability to use other materials as the default assignment for individual meshes; we are forced to use whatever material that was generated from the source model file (like FBX).
With these changes, we separate the concept of a material AssetId and a material slot ID, and store them separately. There is a new ModelMaterialSlot struct to describe each slot, including a unique "StableId". The ModelAsset stores a map of the slots, and each mesh refers to a slot by its StableId.
This is a precursor to another task that will optionally disable the auto-conversion of materials from source model files.
Also:
- These changes also enable material property overrides without having to make an editable material first, which I don't think was supported before.
- Removed unused Default.materialtype from the RPI Assets folder.
- Encapsulated members in EditorMaterialComponentExporter::ExportItem for better maintainability.
See also https://github.com/o3de/o3de-atom-sampleviewer/pull/175
Testing:
- Took screenshots of several AtomTest levels with material overrides before making any changes. Compared these after the changes. Test levels included ActorTest_SingleActor, ActorTest_MultipleActors, and two custom levels that used shaderball and multi-mat_mesh-groups_1m_cubes.
- Lots of manual fiddling with material component.
- Created a white box component and saw that it rendered correctly.
- Cherry-picked these changes into Apocalypse's code base and verified with one of their levels.
- Ran AtomSampleViewer automated test suite. Some tests failed, but these were failing before my changes.
Atom's DebugCamera SetOrthographic was only using a parameter during an assert, leading to a release compile error, this fixes that
Signed-off-by: nvsickle <nvsickle@amazon.com>