Esteban Papp
e28d04aea6
Merge branch 'development' into cmake/SPEC-7484
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
# Conflicts:
# Code/Editor/CryEditDoc.cpp
# Code/Editor/CryEditDoc.h
# Code/Legacy/CryCommon/CryArray.h
# Code/Legacy/CryCommon/CryString.h
# Code/Legacy/CryCommon/UnicodeBinding.h
# Code/Legacy/CrySystem/LocalizedStringManager.cpp
# Gems/LyShine/Code/Source/StringUtfUtils.h
# Gems/PhysXDebug/Code/Source/SystemComponent.cpp
2021-08-05 20:05:25 -07:00
Esteban Papp
dd3f0b86e0
Merge branch 'development' into cmake/SPEC-7484
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
# Conflicts:
# Code/Editor/ToolBox.cpp
2021-08-02 18:45:25 -07:00
Esteban Papp
b33a4db332
Merge branch 'development' into cmake/SPEC-2513_w4267
2021-08-02 18:03:04 -07:00
santorac
9e6eadd9a9
Merge branch 'development' into Atom/santorac/OptionalSceneApiMaterialConversion
2021-08-02 09:07:42 -07:00
Jeremy Ong
bb782e83b4
Promote IndexedDataVector to public Feature/Utils header
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Signed-off-by: Jeremy Ong <jcong@amazon.com >
2021-07-31 00:26:23 -06:00
Esteban Papp
f665f572f3
Gems/Atom builds
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
2021-07-30 18:53:50 -07:00
santorac
5d3d3b907e
Changed a couple function parameters to const&
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 16:52:43 -07:00
Guthrie Adams
e2eba69d33
updating FindMaterialAssignmentIdInLod to use ModelMaterialSlot
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}
Signed-off-by: Guthrie Adams <guthadam@amazon.com >
2021-07-30 18:19:35 -05:00
santorac
b407e501e3
Merge branch 'development' into Atom/santorac/OptionalSceneApiMaterialConversion
2021-07-30 14:54:14 -07:00
Chris Santora
66f7fa2f42
Fixed a bug where a new entity using a mesh that was already loaded would not be able to correctly initialize a material component.
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Repro steps:
- Create two entities.
- Entity 1
- Add a mesh component and assign a model with multiple sub-meshes
- Add a material component. The material component looks correct.
- Entity 2
- Add a mesh component and assign the same model as the other entity
- Add a material component. The material component shows "<unknown>" for all material slot names
The problem was that ReflectedPropertyEditor creates a new Asset<> reference with the correct ID but does not load it. This asset is passed to EditorMaterialComponent, MaterialComponentController, and MeshFeatureProcessor and none of these tell the Asset to load. The MeshFeatureProcessor was not loading the Asset or connecting to the AssetBus because the instance already existed in the InstanceDatabse so from the FP's perspecive there was no need. But for the FP's GetModelAsset() API to function correctly it needs to have the asset initialized to the available AssetData pointer. So we updated the MeshFeatureProcessor to always connect to the AssetBus so it will find the available AssetData via the OnAssetReady callback.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:41:14 -07:00
Chris Santora
fec79a7d53
Moved the material slot list from ModelLodAsset to ModelAsset, so all the slots live in one main list. This removes data duplication between LODs and cleans up the code a bit.
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I had to update the ModelLod class to take in both the ModelLodAsset and ModelAsset for initialization so it can fetch the slots for each mesh.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:41:02 -07:00
Chris Santora
a71ee7eb3a
Fixed the MaterialAssignmentId version converter to properly handle the default material assignment slot.
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:41:01 -07:00
Chris Santora
3daf3f7d7a
Fixed an issue with Actors where the material slot IDs were incorrect, and caused the displayed slot labels to be all "<unknown>" (and likely other issues).
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:40:59 -07:00
Chris Santora
e3ceaa477e
Added a version converter for MaterialAssignmentId. This allowed me to successfully load the Sponza level in AtomTest.
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:40:53 -07:00
Chris Santora
14d2e38b90
Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
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Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file).
This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging.
Here is what's left to do...
Add serialization version converters to preserve prior prefab data.
See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot.
I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct.
Test actors
Lots more testing in general
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:40:51 -07:00
Guthrie Adams
ffbeb903c1
Material Component: Add functions to lookup material ids by name
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Signed-off-by: Guthrie Adams <guthadam@amazon.com >
2021-07-29 18:09:40 -05:00
Guthrie Adams
d12d7de139
Add missing display mapper operation type bindings
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Signed-off-by: Guthrie Adams <guthadam@amazon.com >
2021-07-29 08:58:10 -05:00
Esteban Papp
074e33081f
more fixes for w4267
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
2021-07-27 19:32:11 -07:00
pappeste
97f9ac870d
Atom
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
2021-07-27 19:29:20 -07:00
Ken Pruiksma
33c408f654
Expose shadow bias to component & feature processors. ( #2406 )
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* Expose shadow bias to component & feature processors. Shadow bias now works more consistently with various near / far shadow planes and caster positions. Bias now also affects esm shadows which helps eliminate acne in certain situations.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com >
* Adding jira comment to light configuration serialization version. Improved comment on final adjustment to bias before its sent to the shader.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com >
* Hooking up bias to behavior context.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com >
2021-07-27 11:31:05 -07:00
Cynthia Lin
61f91d4a9a
Move benchmark data aggregation from ASV into ly_test_tools module. ( #2335 )
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* fix: Correct typo in profiling capture system.
Signed-off-by: Cynthia Lin <cyntlin@amazon.com >
* Move benchmark data aggregation from ASV into ly_test_tools module.
Signed-off-by: Cynthia Lin <cyntlin@amazon.com >
2021-07-26 12:25:50 -07:00
moudgils
1c2f5ab6d5
Add support for LowEndRenderPipeline for mobile and the cleanup associated with it ( #2292 )
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Signed-off-by: moudgils <moudgils@amazon.com >
2021-07-20 14:58:54 -07:00
Esteban Papp
706233f72c
Merge branch 'development' into cmake/SPEC-7179
2021-07-19 15:48:29 -07:00
dmcdiar
918224e2d5
Moved render checks to a ShouldRender() helper function.
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Skipped attachment readback on RealTime DiffuseProbeGrids if raytracing is not supported by the hardware.
Signed-off-by: dmcdiar <dmcdiar@amazon.com >
2021-07-16 18:21:50 -07:00
Esteban Papp
1f9b284de2
Merge branch 'development' into cmake/SPEC-7179
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
# Conflicts:
# Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h
# Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h
# Code/Editor/Plugins/EditorCommon/stdafx.cpp
# Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h
# Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h
# Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h
# Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h
# Code/Tools/AssetProcessor/native/precompiled.h
# Code/Tools/Standalone/StandaloneTools_precompiled.h
# Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h
# Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h
# Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h
# Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h
# Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h
# Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h
# Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake
# Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h
# Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake
# Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h
# Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h
# Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h
# Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h
# Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h
# Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp
# Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake
# Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h
# Gems/Blast/Code/Source/StdAfx.cpp
# Gems/Camera/Code/Source/Camera_precompiled.h
# Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h
# Gems/FastNoise/Code/Source/FastNoise_precompiled.h
# Gems/Gestures/Code/Source/Gestures_precompiled.h
# Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h
# Gems/GraphCanvas/Code/precompiled.h
# Gems/ImGui/Code/Source/ImGui_precompiled.h
# Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h
# Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h
# Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp
# Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h
# Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h
# Gems/LyShine/Code/Source/LyShine_precompiled.h
# Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h
# Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h
# Gems/Maestro/Code/Source/Maestro_precompiled.h
# Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h
# Gems/Metastream/Code/Source/Metastream_precompiled.h
# Gems/Microphone/Code/Source/Microphone_precompiled.h
# Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h
# Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h
# Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h
# Gems/PhysX/Code/Source/PhysX_precompiled.h
# Gems/PhysX/Code/physx_unsupported_files.cmake
# Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h
# Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h
# Gems/ScriptCanvas/Code/Editor/precompiled.h
# Gems/ScriptCanvas/Code/Source/precompiled.h
# Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h
# Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h
# Gems/ScriptEvents/Code/Source/precompiled.h
# Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp
# Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h
# Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h
# Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h
# Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h
# Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h
# Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h
# Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h
# Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h
# Gems/Twitch/Code/Source/Twitch_precompiled.h
# Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h
# Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h
# Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
2021-07-16 15:42:37 -07:00
Steve Pham
38261d0800
Shorten copyright headers by splitting into 2 lines ( #2213 )
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* Updated all copyright headers to split the longer original copyright line into 2 shorter lines
Signed-off-by: Steve Pham <spham@amazon.com >
2021-07-16 15:25:48 -07:00
Esteban Papp
7c9653087d
Builds Windows nounity and unity
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Builds Linux nounity and unity
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
2021-07-16 13:13:59 -07:00
dmcdiar
e2e6637f33
The DiffuseProbeGridRenderPass is now always enabled to allow Baked GI to render on non-raytracing hardware.
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Signed-off-by: dmcdiar <dmcdiar@amazon.com >
2021-07-15 20:17:08 -07:00
Chris Galvan
e924ed0b86
Merged stabilization/2106 to development; Resolved merge conflicts
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Signed-off-by: Chris Galvan <chgalvan@amazon.com >
2021-07-12 10:45:23 -05:00
dmcdiar
2727f36621
Set DiffuseProbeGrids to visible when baking textures.
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Added an initialization delay before starting the DiffuseProbeGrid texture readbacks, to allow the textures to settle.
Signed-off-by: dmcdiar <dmcdiar@amazon.com >
2021-07-11 17:31:51 -07:00
dmcdiar
4efecb88a5
Merge branch 'stabilization/2106' into Atom/dmcdiar/ATOM-15951
2021-07-09 18:32:24 -07:00
dmcdiarmid-ly
6d0e1c121d
Merge pull request #2023 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15971
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Meshes using forward-pass IBL do not update when a ReflectionProbe is baked
2021-07-09 17:49:24 -07:00
Tommy Walton
0d82c1e670
Use float buffer for skinning ( #2009 )
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* Switching to Buffer<float> instead of Buffer<float3> in the skinning shader because metal doesn't support float3 buffers
Signed-off-by: amzn-tommy <waltont@amazon.com >
* Adding a comment to LinearSkinningPassSRG pointing out that positions, normals, and bitangents are using float buffers to work on Metal
Signed-off-by: amzn-tommy <waltont@amazon.com >
2021-07-09 15:54:46 -07:00
dmcdiar
9794182842
Notified the MeshFeatureProcessor when a ReflectionProbe is baked.
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Signed-off-by: dmcdiar <dmcdiar@amazon.com >
2021-07-09 01:36:58 -07:00
Chris Galvan
3b1873b045
Merged stabilization/2106 -> development (resolved merge conflicts).
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Signed-off-by: Chris Galvan <chgalvan@amazon.com >
2021-07-08 13:56:47 -05:00
Qing Tao
6d9230e292
ATOM-15939 Add support to capture attachment for ParentPass ( #1887 )
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* ATOM-15939 Add support to capture attachment for ParentPass
- Moved the attachment read back support to Pass class so it supports both ParentPass and RenderPass.
- Added support to output input or output state of an InputOutput attachment.
- Enabled showing ParentPass attachments in PassTree tool.
Signed-off-by: Tao <qingtao@amazon.com >
2021-07-08 08:23:37 -07:00
dmcdiar
762b3ee582
Suspended ray tracing for DiffuseProbeGrids that are not visible, either off-screen or behind an occlusion culling plane
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Added a culling flag that indicates if the cullable object is currently visible in any view
Signed-off-by: dmcdiar <dmcdiar@amazon.com >
2021-07-08 00:24:52 -07:00
Chris Galvan
d7574777a8
Resolved merge conflicts
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Signed-off-by: Chris Galvan <chgalvan@amazon.com >
2021-07-02 12:42:44 -05:00
dmcdiarmid-ly
328a0f09a5
Merge pull request #1711 from aws-lumberyard-dev/Atom/dmcdiar/ATOM-15921
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[ATOM-15921] ReflectionProbe cubemaps bake with incorrect exposure value
2021-07-01 14:21:24 -07:00
amzn-sean
aff4859251
short term fix for editor/game mode/launcher tick times consistency ( #1720 )
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Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com >
2021-07-01 16:19:40 +01:00
amzn-sean
a02ecefab9
short term fix for editor/game mode/launcher tick times consistency ( #1720 )
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Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com >
2021-07-01 14:47:51 +01:00
Steve Pham
b4a2edec6a
Final update copyright headers to reference license files at the repo root ( #1693 )
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* 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 >
2021-06-30 19:51:55 -07:00
Cynthia Lin
82bd18ef5a
[ATOM-15868] Collect and serialize initial benchmark metadata.
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Signed-off-by: Cynthia Lin <cyntlin@amazon.com >
2021-06-30 19:42:14 -07:00
dmcdiar
ca606a5e08
Set IBL exposure value to 0.0 while baking ReflectionProbe cubemaps
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Signed-off-by: dmcdiar <dmcdiar@amazon.com >
2021-06-30 18:35:25 -07:00
Ken Pruiksma
7b1c37f296
[ATOM-15917] Taa pass will no longer crash if an input attachment is invalid. ( #1702 )
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Signed-off-by: Ken Pruiksma <pruiksma@amazon.com >
2021-06-30 20:31:26 -05:00
mrieggeramzn
345be58ca8
Merge pull request #1668 from aws-lumberyard-dev/Atom/mriegger/shadowonoffbug
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Fix for shadow aliasing appearing when enabling/disabling lights
2021-06-30 11:53:04 -07:00
Jacob Hilliard
ed9232563d
[ATOM-15862] Fixing CPU profiler to save multiple regions within the same thread ( #1636 )
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Signed-off-by: Jacob Hilliard <jhlliar@amazon.com >
2021-06-30 08:51:32 -07:00
Riegger
30834a33a4
Fix for shadow aliasing appearing when enabling/disabling lights
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Signed-off-by: Riegger <mriegger@amazon.com >
2021-06-29 17:00:30 -07:00
hershey5045
ccb784d7d5
Fix weight blending in look modification postfx. ( #1627 )
...
Signed-off-by: Robin <rbarrand@amazon.com >
2021-06-28 19:49:35 -07:00
Gene Walters
4e14c0069b
Merge branch 'upstream/stabilization/2106' into genewalt/gitflow_210628
2021-06-28 19:09:20 -07:00