* [LYN-2522] Preparation work for the filter pane
* Added arrow up/down icons.
* Extended the gem info with the type (Asset, Code, Tool).
* Extended the model with the type and a helper for converting gem uuids into display names.
* Extended the link widget to be clickable with a custom action, needed for the "Show all/less" for the filters.
* Converting the uuids we get from Python to AZ::Uuids and then back to strings to have them all in the same format.
* update camera controller to block box select during orbit
* simplify update for modern viewport camera controller
* wip working lmb box select with orbit
* add test for changes to click detector
* add unit test for camera system to validate events
* remove debugging code, tidy-up changes for PR
* small updates before posting PR
* fix for linux build failure
* [ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System.
Added ShaderAssetBuilder2 & ShaderVariantAssetBuilder2.
Added ShaderAsset2, ShaderVariantAsset2.
Eventually they will be the only builders. AzslBuilder &
SrgLayoutBuilder will be removed.
ShaderResourceGroupAsset will be removed. ShaderAssetBuilder &
ShaderVariantAssetBuilder will be replaced.
Signed-off-by: garrieta <garrieta@amazon.com>
Previously FbxImportRequestHandler used to be activated as part of DllMain init and never had CreateDescriptor called, which meant reflect was not called. BehaviorComponents get created and Activated as part of special SceneCore logic. Since this component now needs to be activated as part of the normal flow, reflecting it caused it to be picked up by the SceneCore activate logic, causing it to be created/activated twice
* Helios - LYN-3250 - Fixed morph targets for meshes that had multiple materials (#374)
Fixed morph targets for meshes that had multiple materials and were split by AssImp: Recombined them into one mesh in the O3DE scene graph, so the behavior would match FBX SDK.
* Forced Project Manager window to 1200x800
* Final look for FirstTimeUseScreen, essentially complete
* Remove margins on screens
* Added License info for image
Added a loop to the skin shader that will sample from wrinkle masks, multiply them by a weight, combine them, and use them instead of vertex colors for wrinkle map blending
Added an array of masks, an array of weights, and a wrinkle mask count to the DefaultObjectSrg. -Will create a follow up task to handle this a better way.
Removed motion vector (for now) from skin.materialtype since we're not using them, and removed depthtransparent since skin doesn't support transparency
Added an interface to the MeshFeatureProcessor to get the object srg
Wrapped srg->Compile in if(srg->IsQueuedForCompile()) to prevent compiling twice --This doesn't stop a race condition if both happen at the same time, but that is at least far less likely. It will need a better solution later.
Added a function to the MorphTargetExporter that will check to see if a texture that matches the blend shape name exists in a particular folder, and adds a reference to that image to the MorphTargetMetaAsset --Only supports .tif, and doesn't automatically re-process the .fbx if the folder is updated. These can be improved in later iterations
Added a null check in MaterialTypeSourceData.cpp to fix a crash I ran into
Added a for loop in two places to look for the first submesh that has a morph target, instead of just using the first to check if a lod has morph targets or not. --I have a better fix for this, but it involves more areas of the code, so I'm saving that for another change.
Modified AtomActorInstance to look for any morph targets that have a wrinkle mask reference
Then each frame, for any morph targets with non-zero weights that also have wrinkle masks, it updates the mask array, weights, and count on the object srg.
Any commits created through the GitHub UI (e.g. commits created by
merging PRs) usually assign GitHub itself as the ccommitter. This is
expected behaviour, as the commit is applied by GitHub itself. However,
for the purposes of changelog creation, showing the author (e.g. the
person who clicked the merge button on the PR) is more useful.