* first pass of adding grid snapping button
* update to request current grid size
* show/hide snapping option based on selection
* small tidy-up changes
* small updates following review feedback
* added some unit tests for snapping functionality and some small tidy-up/refactoring
* small refactor to ensure snap to grid ui only appears with snapping enabled
* add missing include to resolve build error
* fixes for build
* add & to make compiler happy
* Extend MeshFeatureProcessor to allow changing the mesh bbox, which requires re-compute the culling data for that mesh
* Update actor mesh bbox when EMFX actor instance bbox changes.
Also use the actor instance global bbox to compute the local bbox for the skinned render mesh, instead of the using the static bounds based bbox, as not every actor instance is going to be using the static bounds bbox.
* Store per-instance mesh AABB in the right place.
In the MeshInstanceData, which is unique per instance, instead of in the Model, which is shared between all instances.
For greater clarity, also remove Model::m_aabb and the corresponding getter and setter, as it isn't immediately obvious whether this gets the model asset bbox or the mesh instance bbox. Callers should instead be explicit about which bbox they want.
* Bug fix: model asset is not necessarily ready in AcquireMesh
* Remove now-unused forward declaration
* Update MockMeshFeatureProcessor with SetLocalAabb/GetLocalAabb
aligned.
AZSLc v1.7.22 now has command line option "--pad-root-const":
Automatically append padding data to the root constant CB to keep it
aligned to 16-byte boundary.
Signed-off-by: garrieta <garrieta@amazon.com>
This closure used to take one upvalue - the network script binding table - which is now removed. When the network script binding table was removed, the code which pushes the upvalue for lua_pushcclosure was also removed, however, the number of upvalues was not changed.
* Expose Actor bounding box configurations to component serialize and edit contexts.
Allows one, for example, to have an animation which moves the character far away from the static bounds, and not have that character dissapear when the static bounds are outside of the camera frustum
* Apply suggestions from code review
* Bug fix: name the parameter, place comments in the intended place.
Updated the usage of ShaderReloadDebugTracker to include the address of the object. This is necessary for debugging where multiple assets may be reloading at the same time. Also added a Printf function for generic messages at the current indent level.
This is specifically in support of:
ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
ATOM-15728 Shader Hot Reload Fails in Debug Build
* Bug fix: correct RTTI for AttributeInvocable
* Allow test case to crash if RTTI is wrong
* Revert "Allow test case to crash if RTTI is wrong"
Based on PR feedback, this change adds no value to the test and is confusing.
This reverts commit 6c36065c3759d857cc16ab011d09167261181141.
* Remove perhaps confusing comments and add a more to the point comment
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
- Use AZ::IConsole instead of deprecated Cry IConsole.
- Create fullscreen preview widget on the same screen where the main window is found, instead of on the 'primary' screen
- Remove "ed_previewGameInFullscreen", which had the effect of always doing a full screen preview. If this functionality is desired, it should be re-added as a registry key instead of a cvar
* Fixed memory assert on shutdown.
Cleaned up the entity pointers on serialization, so that they no longer leak themselves, their asset references, or anything else within them.
* Added support for remapping entity refs across slice instances.
Slice instances can have components with entity references that have been modified to reference entities in other slice instances, or even in the parent. This change detects and remaps those references so that they work correctly.