The editor component contains an editor specific, dynamically generated version of the material slots to display all the possible options, organize properties for the user interface, and add custom actions.
The critical data is already stored inside of the component controller configuration, which only stores a map of modified or overridden values.
This change disables serialization of the redundant data for prefabs.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
Fixed scaling issues with labels used for images
Reduced updating previews and material component inspector to only apply after a value is committed
Storing cache of previously rendered material previews
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
• Adding commands to material component to clear or repair material slots
• Moved all clear and repair functions from the editor component to the material component controller, bound to its buses so they can be accessed from script
• Added new functions to clear model and LOD material groups
• Added function to remove material assignments with bad asset references
• Added function to reassign materials with bad asset references to the default asset
• Added function to remove material assignments that don’t match slots available on the active model. This case arises when switching between different models, changing the materials on a given model, or copying and pasting the material component to a different entity with a different model. The user might end up with hidden material slots that load assets but have no effect.
• Converted remaining code that iterated over editor material slots to instead use the material component request bus
• Removed functions from the editor material component that enumerated editor material slots
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
• Inspector is locked to a specific entity and material assignment ID
• All modifications are made via the material component request bus
• Removed complicated configuration management in editor material component
• Multiple material property inspectors can be opened
• Multiple materials across different entities can be edited simultaneously
• No longer blocks the viewport or other interactions
• Added functions to material component request bus for retrieving material slot labels, default materials, getting and setting property and UV overrides
• Added more asset related types to material property value conversion from any
• Added support for static heading widget on top of atom tools inspector, currently used for menus and messages
WIP: Still investigating intermittent crash because of corrupt asset property
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.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>