* fix for drift accumulating in the viewport camera
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix typo and update how events are stored
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* respond to PR feedback and fix linux and windows build issues
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix failing unit tests in camera input
Signed-off-by: hultonha <hultonha@amazon.co.uk>
Renamed document related buses and components to have generic names
Added a base document class with default implementation from which other application specific documents can be derived to work with the document system
Added document factory function registration to the document system request bus so that each application can specify the type of document it creates
Updated all comments and messaging to only refer to documents, not materials or material documents
Updated material editor and shader management console to conform to the new buses
This will provide a first pass of a common interface for a document management system that can be shared by multiple applications
Corrected status bar message copy and paste errors
Updated all test scripts to use the new buses
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
fixed problems with status bar messages not appearing
added status bar messages to shader management console
got rid of central widget variable and moved layout to atom tools window base class
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Make Viewport input events fully Qt based.
This should fix an issue with Qt touch event -> mouse event translation in the Editor, and may also fix issues with the Mac Editor and remote desktop (though, lacking the requisite hardware, I can test precisely none of these things personally).
See https://github.com/o3de/o3de/issues/1889
- Adapted LegacyViewportCameraController to use Movement::X & Y (mostly for testing purposes, it's on the slate for being removed soon)
- Moved cursor capture logic from RenderViewportWidget into QtEventToAzInputManager so that it can make sure it generates correct movement deltas
- Removed ViewportMouseCursorRequests::PreviousViewportCursorScreenPosition to have our viewport controllers use our dedicated Movement::X and Y channels instead, which will work in the launcher
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Address review feedback
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix Linux build
Signed-off-by: nvsickle <nvsickle@amazon.com>
-This includes implementations of the API for the Editor and Windows, all other platforms will have a 1.0 scale for now
Signed-off-by: nvsickle <nvsickle@amazon.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>
* ensure the new camera respects changing ui values and move camera settings to the settings registry
* factor out creation of modular camera controller
* small updates before posting PR
* updates following review feedback
* updates following review feedback
* Clarify ViewportWorldToScreen being in widget space and add DeviceScalingFactor
* -Fix viewport icons being draw wrong on high DPI displays
-Fix loading viewport icons from absolute paths, which
* Address review feedback, fix build
The structure of InspectorWidget::m_groups changed, so I had to update my new code accordingly.
Updated the InspectorWidget::m_groups code a bit to be more readable.
Discovered the initial property group visiblity state wasn't being set correctly when a material was first opened, so groups weren't initially hidden when they should have been. This had to be fixed in different ways for MaterialEditor's inspector and MaterialComponent's inspector.
ATOM-14688 Disable Individual Layers
ATOM-14688 Disable Individual Layers
- Added new SetMaterialPropertyGroupVisibility functions to the material functors.
- Updated the MaterialFunctor::EditorContext to include parameters for handling material property group metadata.
- Updated the material inspector(s) to apply the property group visiblity changes from the material functor, to hide or show the property groups.
- Moved some code from MaterialPropertyDescriptor.h/cpp to a new MaterialDynamicMetadata.h/cpp, since these aren't really related to the MaterialPropertyDescriptor code. It's more for material functors to use.
- Also fixed the casing for the "GetMaterialPropertyValue_Image" lua function, since I was already in this code (ATOM-14793 "Fix Inconsistent Casing For LuaMaterialFunctorRuntimeContext")
Tested in MaterialEditor and in in the main Editor's MaterialComponent property override inspector.