A "property name" is the name of the just the property without regard to the group that it's in. A "group name" is the name of the group. And a "property ID" is the full unique name of a property in the form "groupName.propertyName". This is important preparation for upcoming changes where property sets can contain other property sets, and property IDs can be arbitrarily long like "layer1.baseColor.factor" for example.
The naming changes include variables, some code comments, and the .materialtype file format. I was able to make these changes in a backward compatible way so a property or group "id" field has been replaced with a "name" field, but "id" is still supported for compatibility. StandardPBR, EnhancedPBR, StandardMultilayerPBR, and Skin have all been updated. Note that MinimalPBR has not been updated, proving that backward compatibility works. (We can update this one too at some point though).
Testing:
Opened up materials in the material editor.
Ran AtomSampleViewer in dx12 and vulkan with no new failures.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.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>
* 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>
- Renamed "Details" group to "Overview".
- Renamed "UV Names" group to "UV Sets".
- Renamed "General" group to "General Settings".
- Renamed "Parallax" group to "Displacement".
- Renamed "Texture Map" properties to just "Texture". In cases where a specific type of texture is mentioned like "roughness texture map" I called this "roughness map" (which is more common according to google).
- Renamed "Heightmap" to "Height map" (which is more common according to google).
ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types
There were two issues fixed here. First, I broke the material inspector with my changes at 53188a12da which added support for hiding entire property groups. I'm not sure how this happened because I definitely tested the MaterialComponent's material inspector. Perhaps there was a bad merge or something otherwise got clobbered after testing and before committing. Anyway, this issue was I accidentally delete the code that prepared the list of material properties for functor processing.
The second issue was the MaterialFunctor class needs to return null when metadata can't be found; it was proceeding to dereference an end iterator.
Testing:
Successfully opened the material inspector through the MaterialComponent. Was able to change property flags in the inspector and see other properties change visibility as expected.
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.
Saving main window fancy docking state so all of the dock widgets save/restore visibly and positioning
Added window decoration wrapper inside material editor main window for saving/restoring window position, size, state
Added object names to several QT widgets so that their state could be captured and restored
Moved the code that automatically appended a script variable name to a property description out of the dynamic property class and into the material property conversion utility functions.
Added proper descriptions for the material type and parent material placeholder properties
https://jira.agscollab.com/browse/ATOM-14065