* Load workspace should activate the graph by default.
Signed-off-by: rhhong <rhhong@amazon.com>
* Fixed the bug with rotation and scale manipulator
Signed-off-by: rhhong <rhhong@amazon.com>
The texture was treated as in linear space which leads to the color change when renders.
Change to sRGB fixes the issue.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
- Add the following compilation flags for clang
-fpie
-fstack-protector-all
-fstack-check (non-release)
- Add the following compilation flags for gcc
-fpie
-fstack-protector-all
- Fix -Wunused-result errors from above compilation flag updates
- Add _FORTIFY_SOURCE=2 to GCC DEFINES
Signed-off-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
Motion Matching: Debug visualization improvements
* Moved reposibility from the instance to the system component to render debug visualizations. Why? To make sure all motion extraction deltas got applied to the character already and avoid any mismatches between last and current frame (resulting in visual jittering).
* Added frame database stats to the ImGui monitor.
* Switched ImGuiMonitor from internal histogram group to the now shared version in LYImGuiUtils.
* Added a new debug draw bus that the motion matching instance hooks to, so that the system component can control when to render debug visualizations.
* Added class description for the motion matching instance.
Motion Matching: Enable test builds in CMakeLists.txt
Motion Matching: Updated camera controller graph for automatic demo
* Simplified the script canvas graph of the camera controller for the automatic demo.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Calculating uv transforms for terrain detail materials
This adds support for uv transforms in terrain detail materials. To support this work, the code for generating a matrix from material properties was pulled out of the material functor and put into a new MaterialUtils file in Atom Utils.
* Moved reposibility from the instance to the system component to render debug visualizations. Why? To make sure all motion extraction deltas got applied to the character already and avoid any mismatches between last and current frame (resulting in visual jittering).
* Added frame database stats to the ImGui monitor.
* Switched ImGuiMonitor from internal histogram group to the now shared version in LYImGuiUtils.
* Added a new debug draw bus that the motion matching instance hooks to, so that the system component can control when to render debug visualizations.
* Added class description for the motion matching instance.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
disable saving procedural prefabs in the Editor since the templates are backed by asset files that will change outside the Editor
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
• This removes a direct dependency on dynamic property groups and data from the document system.
• Added support for names, descriptions, and nesting to dynamic property groups.
• Moved property related functions from base document classes into material editor document classes because dynamic property groups are an implementation detail of the material editor document to support material type flexible data format.
• Change material document to use a table of dynamic property groups instead of a map of properties.
• Added functions to traverse groups and properties.
• This keeps groups and properties organized consistently with the material type file as well as what’s expected in the UI.
• Document data can now be maps directly to the inspector reflective property editors instead of copying one property at a time out of the document and keeping those synchronized.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Changes to AttachmentImage related classes to have better support using render target as texture.
- Updated AttachmentImageAsset to support an unique name which can be used as AttachmentId.
- Functions in ImageSystemInterface to find an AttachmentImage by its unique name.
- Added InsertChild function to ParentPass class so it can insert a child pass at any location.
- Change to ImageAttachmentPreviewPass so it can preview cached pass attachment even the source pass was disabled.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
Fixing Python PYI symbols on Editor start by processing the queue symbols
after the "azlmbr import" step since that is what queues the symbols
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Create an editor script that can be run to assign a material to all entities in the current level.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Update path to the default debugvertexstreams.material
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Updating the location of the default debugvertexstreams material, which was moved in another PR
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Create a debug material type for displaying per-vertex data
Signed-off-by: Tommy Walton <waltont@amazon.com>
* PR feedback. Added color display mode, multiple uv-set support, split tangent/bitangent options into two separate enums, and added a functor for showing only the applicable properties in the UI depending on which vertex stream and uv set are selected.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Add a settings registry setting for choosing the default tangent generation method. Add another setting that will force scenes to fail to process if they are impacted by GHI-7125. Fix a bug where assets that return a Failure state from the TangentGenerateComponent will still successfully process.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Update with minor pr feedback
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Update Gems/SceneProcessing/Code/Source/Generation/Components/TangentGenerator/TangentGenerateComponent.cpp
Use the AZ_STRING_FORMAT and AZ_STRING_ARG macros for printing a string_view
Co-authored-by: Chris Burel <burelc@amazon.com>
Signed-off-by: Tommy Walton <waltont@amazon.com>
Co-authored-by: Chris Burel <burelc@amazon.com>
Signed-off-by: Tommy Walton <waltont@amazon.com>
There was an issue in CMake where it set the
CMAKE_FIND_USE_SYSTEM_ENVIRONMENT_PATH cache variable to OFF only when
configuring for Android
https://gitlab.kitware.com/cmake/cmake/-/issues/22634
This caused the find_program calls in o3de cmake files to fail.
Such as the call to located the "aws" binary in
cmake/LYPackage_S3Downloader.cmake
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* {lyn9996} adding a default transform for procprefab
adding a default transform for procprefab when the DCC transform is
also a default transform. The import logic is not to create a
transform data node unless there is a delta.
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* cleaning up the code
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* adding unique optimized mesh entries using Mesh Group + Mesh Name
adding blank LOD rule to skip that logic for default proc prefab
unique mesh group names based on file name
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* updated a comment
bumped the scene builder version number
fixed up the mesh asset path for azmodel assets
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* update the proc prefab unit tests
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* fixing SceneProcessing MeshOptimizerComponentTests due to the name changes
in the mesh opt mesh group names now
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Move modtime scanning tests out of APM tests file and into its own file.
Changes were kept to a minimum to get things compiling, this is just a move of code
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Fix rebase compile errors
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Verify dependency fingerprints during Zero Analysis.
This fixes an issue where dependencies that weren't finished processing when AP shuts down would not resume when AP is started back up due to Zero Analysis ignoring dependencies when determining files to skip.
Added unit test for verification
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Fix compile error, make 17 a constexpr
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Fix compile error
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
Motion Matching: Fixed several bugs and improved anim graph node RPE layout
* Fixed several crashes that happened when adjusting the cost function in the UI.
* Automatically hide the trajectory path radius and path speed properties when the mode is set to target-based.
* Re-ordered the properties for better grouping.
Motion Matching: Moved discard event check into consolidated IsFrameDiscarded() method
* Moved the extract events call and the check for a discard frame event to the IsFrameDiscarded() function.
* Added class description for the frame database and ported the comments to //! and //<
Motion Matching: Fixed crash on empty KD-tree
Motion Matching: Automatic target mode for trajectory query
* Consolidated the different automatic path generation modes into a single automatic demo mode.
* Moved the static phase variable to a member so that multiple instances won't follow the same path and speedup the phase increment.
Motion Matching: Added class description and member comments
* Added description for Feature, FeatureMatrix, FeatureTrajectory classes.
* Changed default residual type to absolute as that results in better visual quality.
* Moved to //! doxygen style code to not affect /**/ sourounding temporary code commenting.