The bug was reported that copy and paste did not work with the material component.
Copy and paste to take the worked fine.
All of the material assignments/overrides get mapped using the LOD and asset ID of materials provided with the model.
The asset IDs of materials exported by atom builders, using the scene API, are the combination of the same UUID as the model asset ID and the unique sub ID that is now hashed from the material name provided by the DCC tool.
If we map material assignments using the entire asset ID that was generated in the model builder then the mapping will only work with that specific model.
This change updates the material assignment ID equality operators and hash function to only use the sub ID portion of the asset ID.
As long as the sub IDs are generated consistently the material assignment mappings will be portable to models with the same material names.
Also moved material assignment structures to atom common features static library so this was to be moved to cpp files
* Added clone methods for the buffer, model lod and model assets.
* Cloning works via the creators.
* Mesh handle/instance now knows about the model asset it originated from as well as the cloned model asset that we need for instancing until instancing works without the dependencies to the asset ids.
* MeshComponentRequestBus returns the original asset id and the model asset. If you need access to the clone, go by the model.
* Cloth component mesh now gettings its model asset from the model as it needs to work on the clone.
* Moved the requires cloning function from the mesh loader in the mesh feature processor to the mesh component controller.
* As we need the model asset to be loaded before we can check if it requires cloning or not, we couldn't pass in a bool from the controller but had to use a callback.
* Using asset hint instead of asset id for the model lod asset creator error.
* Storing a map of source buffer asset ids and the actual cloned buffer assets rather than just their ids.
* Using the buffer assets from the new map directly and removed the search process in the mesh loop where the asset views are created.
* Fixed the vegetation mocks.
* Using the actor's mesh asset when emitting the on model ready event for the mesh component notification bus.
* Mesh components notifications connection policy changed to adapt to cloned model asset.
* Handling empty meshes in model lod asset creator.
* Removed the requires cloning callback from the mesh feature processor and made it a parameter to the acquire mesh function
* Fixing mocks and unit tests
Remove option from presets
Updated code to select current default options
Will data drive default options with editor settings or settings registry in upcoming tasks
https://jira.agscollab.com/browse/ATOM-13950
The crash was because the "BlendColorGradingLutImageAttachmentId" attachment got imported to attachment database twice.
This fix avoids import this attachment twice. It also avoid crash but only report a warning if an imported attachment wasn't used in any scope.
Enable both RHI and RPI validation (no visiable performance impact observed.
- Added pause/resume button to ImGui Profiler to pause/resume profiling
- Added showing pass execution timeline
- Change TimestampResult to include both begin tick and duration tick. Update some function names of TimestampResult.
- Update some functions names in Pass.
- Stop showing accumulated time for ParentPass.
- Fixed a crash issue with ImGuiManager which doesn't have default font.