Commit Graph

520 Commits

Author SHA1 Message Date
puvvadar 33cb674355 Merge commit 'e34ea3bcaa0306699804072c6bce6eb01f65fc52' into puvvadar/gitflow_211118_o3de 2021-11-18 09:37:30 -08:00
puvvadar d00a243b01 Merge commit '155fe77f5d0de7288d8b57fff83bff0f17b08a94' into puvvadar/gitflow_211118_o3de 2021-11-18 09:36:47 -08:00
puvvadar c6f5bcb3df Merge commit '92510df37386a952a490f72d304dc8d0087a94e4' into puvvadar/gitflow_211118_o3de 2021-11-18 09:36:29 -08:00
Roman e52cbd2bb3 Render joint names (#5685)
* render solid skeleton option

Signed-off-by: rhhong <rhhong@amazon.com>

* Fix broken build

Signed-off-by: rhhong <rhhong@amazon.com>

* CR update

Signed-off-by: rhhong <rhhong@amazon.com>

* Render joint names

Signed-off-by: rhhong <rhhong@amazon.com>

* CR update

Signed-off-by: rhhong <rhhong@amazon.com>

* CR update

Signed-off-by: rhhong <rhhong@amazon.com>
2021-11-18 06:42:41 -08:00
amzn-sean e4563c0058 Update RPISystem::GetCurrentTime() to use TimeSystem (#5613)
Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
2021-11-18 14:31:02 +00:00
Artur K dc98a56d45 Clang/Clazy pass over AzCore (#5045)
* Multiple cleanups ( tidy etc. )

Coalesce nested namespaces.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Multiple cleanups ( tidy etc. ) cntd.

Converted Uuid into POD ( defaulted the constructor )
Add `&/const &` to `for` loops that benefit from their use
Some Qt optimizations ( string ref, prevent container detaches, etc. )
Replace `::bind` in a few places.
Replaced the use of AZ_CRC with AZ_CRC_CE in a few places.
Replace a few `typedef`s with `using`s

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Linux compilation fix.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Apply review suggestions.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix vs2019 build

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Small clang re-format in StringFunc.cpp

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Apply reviewer's suggestions.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
2021-11-18 10:09:22 +00:00
Tom Hulton-Harrop e34ea3bcaa Fixes for viewport selection issues (#5494)
* improvements to editor selection in the viewport

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* fix issue with being able to select icons that are not showing for entities inside entity containers

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update comment after review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* updates to viewport picking code to simplify the api

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add test to replicate near clip intersection issue

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* small tidy-up changes

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* updates to how we perform world to screen and screen to world calculations, added test coverage and some tidy-up

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add some more tests for ViewportInteractionImpl

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* minor tweaks before PR feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* fix typo in fix

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* fix for manipulator test framework tests

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* updates to RPI::View and RenderPipeline after review feedback from VickyAtAZ

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add constexpr to ScreenPoint, ScreenVector and ScreenSize initializing constructors

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add PrintTo functions for Screen* types

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* downgrade error to warning temporarily

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* check incoming view is null

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* remove pragma optimize off

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
2021-11-17 17:12:21 +00:00
Tommy Walton 1e42261d76 Merge remote-tracking branch 'upstream/development' into amzn-tommy/gitflow_211116_o3de2
Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-11-17 09:04:04 -08:00
Ken Pruiksma 8bccd36d03 Terrain detail textures support with bindless arrays (#5460)
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* - Moved settings related to the detail material to a partial view srg owned by the terrain gem.
- Added support for base color in detail materials.
- Hooked up basic base color rendering of detail materials.
- Corrected the way the material data was stored.
- Added ref counting for detail materials so they can be released when no longer used.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Detail materials now put textures into bindless array that's accessed in the shader. Shader now pulls all the detail materal information for a single mateiral but does no blending.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Correcting rebase merge problem.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fix detail roughness fade out with distance.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Adding tests for new MultiIndexedDataVector functions

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Updates to move bindless array to separate SRG
- Exposed BindSrg() in renderpass so it's possible to add additional SRGs to a pass
- Created a TerrainSrg for use by the terrain forward shader
- Moved the bindless array out of the partial view SRG to the TerrainSrg

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Moved more properties out of the view srg to the terrain srg.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Spelling fixes

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixing bug where the roughness min/max value were inverted. Also fixed bug where bad data would show for areas where there was no macro material.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Updates from PR review

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>

* Fixing case issues and updating function name due to a recent fix.

Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
2021-11-17 10:30:06 -06:00
galibzon 155fe77f5d ShaderMetricsSystem spawns a lot of warnings (#5661)
* ShaderMetricsSystem spawns a lot of warnings
when run Atom_RPI.Tests

Added @user@ path alias definition.

* When running unit tests, using AZ::Utils::GetProjectPath() will resolve
to something like:
"/data/workspace/o3de/build/linux/External/Atom-9a4d112b/RPI/Code/Cache"
The ShaderMetricSystem.cpp writes to the @user@ folder and the following
runtime error occurs:
"You may not alter data inside the asset cache.  Please check the call
stack and consider writing into the source asset folder instead."
"Attempted write location:
/data/workspace/o3de/build/linux/External/Atom-9a4d112b/RPI/Code/Cache/user/shadermetrics.json"
To avoid the error We use AZ::Test::GetEngineRootPath();

Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
2021-11-17 05:47:25 -06:00
Alex Peterson 92510df373 Fix missing clip to world matrix data (#5677)
Signed-off-by: Alex Peterson <26804013+AMZN-alexpete@users.noreply.github.com>
2021-11-16 16:34:43 -08:00
Tommy Walton 0dcf49affc Merge commit 'b0dfe26232b318e520887af65cd579ec87016636' into amzn-tommy/gitflow_211116_o3de2
Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-11-16 11:45:09 -08:00
Tommy Walton 783bb72944 Merge commit 'f1d9e7ae28bf0667487c939aa32b1ef833da80f4' into amzn-tommy/gitflow_211116_o3de2 2021-11-16 11:41:26 -08:00
amzn-sean 38a03817bb Removal and Replacement of the CryTimer (gEnv->pTimer) (#5409)
Replaced and removed the CryTimer (gEnv->pTimer). The new TimeSystem is a merger of the current time functionality found in the engine.

* Rename TimeSystemComponent.h/.cpp to TimeSystem.h/.cpp
* Adding New TimeSystem
* remove old timer cvars
* small improvements to the time system.
 - updated parts to use the time conversion functions.
 - in AdvanceTickDeltaTimes applying t_simulationTickScale is now uses doubles instead of floats.
* Replace gEnv->pTimer / ITimer usages with TimeSystem
* Updating usages of AZ::TimeMs{ 0 } and AZ::TimeUs{ 0 } to AZ::Time::ZeroTimeMs and AZ::Time::ZeroTimeUs
* red code the CryTimer
* using TimeUs instead of TimeMs is some cases + updating usages of old cvars to new

Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
2021-11-15 12:11:58 +00:00
Guthrie Adams 4d3c977d58 Merge pull request #5585 from aws-lumberyard-dev/Atom/guthadam/cherrypick_material_relative_paths_to_stab
Cherry pick material editor saves relative paths to external references and test support to stabilization
2021-11-12 14:54:36 -06:00
galibzon b0dfe26232 The Build Time Stamp of ShaderAsset And (#5373)
* The Build Time Stamp of ShaderAsset And
ShaderVariantAsset Should Be Based On
GetTimeUTCMilliSecond()

GetTimeNowMicroseconds() is useful to measure time stamp differences.
GetTimeUTCMilliSecond() is for time stamps based on absolute clock/wall time.

* Updated DiffuseGlobalIllumination precompiled shaders

Co-authored-by: dmcdiar <dmcdiar@amazon.com>
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
2021-11-12 13:51:07 -06:00
Guthrie Adams 172ec938cc moved AssetSystemStub to TestUtils folder
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-11 21:47:21 -06:00
Guthrie Adams 01ce02ffec Added basic unit test for relative path function
Moved asset system stub to RPI utils

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-11 21:46:40 -06:00
Guthrie Adams f18f838da6 material editor and exporter save source materials with relative paths
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-11 21:43:51 -06:00
Tommy Walton f1d9e7ae28 Skybox hot reloading - fix black screen when running the editor for the first time with a clean cache (#5529)
* Add a default fallback image when a StreamingImageAsset fails to load

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Don't release a missing/invalid texture reference in the skybox component. Hold on to the reference so that it can hot-reload

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Don't release a missing/invalid texture reference in the ibl component. Hold on to the reference so that it can hot-reload

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Use a different fallback image depending on the status of the asset. Including a setting to use a friendly image that is less obnoxious for anything that might have been missed in a release build

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Adding the stubbed in fallback textures

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Updated the seedlist for the RPI to include the fallback images. It only needs the default and the missing asset images, since the AP doesn't run in release builds, the asset status will always be unknown, not processing or failed to process, so if an asset is not bundled, it is just missing.

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Switched to GetAssetIdByPath and removed some tabs

Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-11-11 12:55:06 -08:00
Nicholas Van Sickle 8d5dd4e35f Merge remote-tracking branch 'upstream/stabilization/2110' into nvsickle/StabToDevNov21
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
2021-11-11 10:15:52 -08:00
Tom Hulton-Harrop 2812ec2024 Fix brute force mesh intersection function (#5447)
* fix brute force mesh intersection function

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add test for brute force ray intersection fix

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* refactor tests to remove as much duplication and provide API for future tests if required

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* small updates after review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update following review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* fix for pointer offset

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
2021-11-11 16:33:08 +00:00
Qing Tao 21a254e9dc Fixed a type with pass filter (#5506)
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
2021-11-10 13:15:04 -08:00
santorac 04c6f3cc94 cherry-pick 48f3bb7d
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 13:37:15 -06:00
Guthrie Adams 824da6cabf update comment and error message
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 13:34:35 -06:00
Guthrie Adams c73b6bbe27 Changing lua material functor script loading code to pass the correct sub ID for a compiled script asset
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 13:33:48 -06:00
Guthrie Adams 287f08a33c Fix parent material loading
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 13:33:10 -06:00
Guthrie Adams 086859d49a updated comments and error messages
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 13:32:27 -06:00
Guthrie Adams fbebf04161 cherry-pick c0acbe7b
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 13:31:24 -06:00
Guthrie Adams 6ea951214c Moving material type asset PostInit call to be consistent with material asset
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 12:58:47 -06:00
Guthrie Adams 6729941942 adding ifdef to compare loading vs creating material type assets
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 12:57:56 -06:00
Guthrie Adams b72970201b cleanup and setting asset preload flags
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 12:56:38 -06:00
Guthrie Adams b038faf9ca material editor loads source data
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 12:55:57 -06:00
Guthrie Adams 87c7023e3c Merge pull request #5109 from aws-lumberyard-dev/Atom/guthadam/material_editor_loads_source_data2
Material editor creates material assets from source JSON data instead of relying on AP
2021-11-10 12:31:17 -06:00
SJ 0c546828d6 1. Add nullptr checks to prevent crashes when non-critical shaders fail to compile. (#5451)
2. Add a higher "launch_ap_timeout" for Mac because launching a newly built/downloaded AP can take a while.

Signed-off-by: amzn-sj <srikkant@amazon.com>
2021-11-10 11:31:59 -06:00
SJ f5c00e9e72 Fix Editor crashes on asset failures (#5421)
* 1. Add nullptr checks to prevent crashes when non-critical shaders fail to compile.
2. Add a higher "launch_ap_timeout" for Mac because launching a newly built/downloaded AP can take a while.

Signed-off-by: amzn-sj <srikkant@amazon.com>

* Fix one more nullptr dereference.

Signed-off-by: amzn-sj <srikkant@amazon.com>
2021-11-10 11:31:49 -06:00
Guthrie Adams f0b4eb1712 update comment and error message
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 10:54:53 -06:00
santorac 68ceb9ed94 Merge pull request #5437 from aws-lumberyard-dev/Atom/santorac/CherrypickFixSceneSrgTime2
Cherrypick: Fixed potential render scene time precision issues
2021-11-09 11:00:31 -08:00
lumberyard-employee-dm 5fc4551ac0 [LYN-8041] Enable relocation of the Project Game Release Layout (#5380)
* Enable relocation of the Project Game Release Layout

Relocating the Project Game Release Layout to another directory on the file system failed due to the querying of the engine root failing due to the ComponentApplication::m_engineRoot not using the project path stored in the SettingsRegisry if the engine root cannot be detected

Removed the ApplicationRequestBus GetEngineRoot function.
The ComponentApplicationRequestBus has a function of the same name that returns the same path.

Removed the deprecated GetAppRoot function.
The path it returns has no defined value. It was not the engine root or the project root.
Removed unused CFileUtil and CFileUtil_impl functions that were invoking the ApplicationREquestBus GetEngineRoot function.
On the way to update the functions it was discovered that they aren't called

Added a CalculateBranchToken overload that can populate a fixed_string to avoid heap allocations

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Protect against an empty list of artifacts to remove when generating the
engine.pak

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-11-09 12:03:52 -06:00
santorac c5cb90ddb7 Merge pull request #4426 from aws-lumberyard-dev/Atom/santorac/FixSceneSrgTime
Fixed potential render scene time precision issues.

The timestamp was simply converted from GetTimeAtCurrentTick to a float. Since this value is backed by QueryPerformanceCounter which is 0 at boot, you could see broken animations on the GPU when your system has been on for a long time. So I simplified the RPI's time API (removed unused code), and subtracted the application start time each frame before converting the time value to a float.

Also moved FindShaderInputConstantIndex("m_time") to be called only once, instead of every frame.

Testing:
Originally: I had a local material shader that did vertex animation and it wasn't working at all before, and now it works.
More recently, I made local changes to StandardPBR to add a simple sin wave animation. I also modified GetTimeNowMicroSecond() to artificially add 30 days to the clock. This showed choppy animation before my changes, and smooth animation after.
AtomSampleViewer passed dx12 and vulkan (other than pre-existing issues)

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
2021-11-08 20:24:53 -08:00
santorac 36043983cc Merge pull request #4426 from aws-lumberyard-dev/Atom/santorac/FixSceneSrgTime
Fixed potential render scene time precision issues.

The timestamp was simply converted from GetTimeAtCurrentTick to a float. Since this value is backed by QueryPerformanceCounter which is 0 at boot, you could see broken animations on the GPU when your system has been on for a long time. So I simplified the RPI's time API (removed unused code), and subtracted the application start time each frame before converting the time value to a float.

Also moved FindShaderInputConstantIndex("m_time") to be called only once, instead of every frame.

Testing:
Originally: I had a local material shader that did vertex animation and it wasn't working at all before, and now it works.
More recently, I made local changes to StandardPBR to add a simple sin wave animation. I also modified GetTimeNowMicroSecond() to artificially add 30 days to the clock. This showed choppy animation before my changes, and smooth animation after.
AtomSampleViewer passed dx12 and vulkan (other than pre-existing issues)
2021-11-08 19:35:00 -08:00
Guthrie Adams c372761f4e Changing lua material functor script loading code to pass the correct sub ID for a compiled script asset
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:51 -06:00
Guthrie Adams 791d11c8f9 Fix parent material loading
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:48 -06:00
Guthrie Adams 5afd701e23 updated comments and error messages
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:45 -06:00
Guthrie Adams c0acbe7bd4 Changed how asset creator generates the asset instance. Instead of finding or creating the asset in the asset manager, one is directly instantiated and only added to the asset manager after creation is complete. This allows for reuse of previously loaded asset ids and will replace or “reload” a pre-existing asset with the newly created one. This also sends although correct notifications.
Changed material document to load a source data are for the parent material as well.  It was also a previously loading the parent material products asset which would be out of date compared to the source data.
Changed material document to track source file dependency changes instead of product asset changes.
Fixed a bug or copy paste error in the document manager that was using the same container to track documents the modified externally and from other dependency changes.
Returning source data dependencies when creating a material asset from source.

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:42 -06:00
santorac 48f3bb7d7a Fixed missing initialization of ShaderCollection::Item::m_renderStatesOverlay.
This RenderStates is used to override the values in the final draw packet, if the values are valid; it's supposed to be initialized to invalid values, but it wasn't. So the depth compare function was getting set to Less instead of GreaterEqual. This wasn't a problem when using serialized assets from disk, because the deserialization uses the default constructor which did initialize m_renderStatesOverlay. No all Item constructors initialize m_renderStatesOverlay.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:39 -06:00
Guthrie Adams e632dc3b39 Moving material type asset PostInit call to be consistent with material asset
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:35 -06:00
Guthrie Adams 0724403f90 adding ifdef to compare loading vs creating material type assets
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:31 -06:00
Guthrie Adams 30120b9626 cleanup and setting asset preload flags
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:28 -06:00
Guthrie Adams 898b1811e0 material editor loads source data
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-08 18:21:25 -06:00