* Move AtomFont over to use the new per viewport dynamic draw context.
Remove scene tracking and listening for bootstrap scene created.
Remove build dependency on the Bootstrap gem.
Add build dependency on the AtomBridge gem.
FFont's are now initialized with a viewport Id.
Remove previous DynamicDraw context per scene system.
Verify FFont can get a dynamic draw context before attempting initialization.
Ensure a render scene exists before attempting font initialization (as a proxy for rendering has begun)
* Move AtomFont FFont to use ShaderInputNameIndex's
This allowed removing all of the InitFont function as no longer need to query compiled shader info for constant data offsets.
* cache the AZ::Name used to find the dynamic draw context rather than recreate it each use
* Added atom_rpi_tools python module in Atom_RPI gem.
The tool includes functions to modify pass template data and some utility functions.
* Added pytest tests for atom_rpi_tools
* updates to kd-tree ray intersection
* update tests for kd-tree
* add one more test for kd-tree intersection
* updates to ModelKdTree following review feedback
* improve api doc comment for RayIntersection in ModelKdTree
* updates following review feedback
* update .clang-format to stack parameters if they do not all fit on one line
The actor dirty flag was set to true even after saving the asset info which resulted in the save dirty files dialog to appear providing the user to save the actor another time, just after saving it which is confusing. This might have led to rendering an already deleted actor and the crash. Though, I was not able to stably reproduce the issue and can't reproduce it anymore after this fix.
Removed subsurface scattering and transmission features from StandardPBR.materialtype.
ATOM-4120 Stabilize Standard PBR Regarding Subsurface and Translucency
See also ASV changes: aws-lumberyard/o3de-atom-sampleviewer#86
* Fix some FOV calculation viewport issues:
-Avoid calculating FOV if we've got an invalid viewport
-Don't override game mode FOV, let the active camera components manage it instead
* Fix viewport font positioning
This updates code in a few places to respect an API change/fix made to AtomFont - also switched the default value of m_virtual800x600ScreenSize to false as it's really behavior you want to opt into
* Don't activate CameraComponentController when in the Editor / not in game mode
Updated Material Property Layouts Per Design
- 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).
- Reordered material property groups according to design review.
- Base Color
- Metallic
- Roughness
- Specular Reflectance F0
- Normal
- Occlusion
- Emissive
- Subsurface
- Clear Coat
- Displacement
- Opacity
- UVs
- Irradiance
- General Settings
ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types