36abde95a9
Added a new registry setting that disables automatic conversion of materials from model files like FBX.
Chris Santora
2021-07-23 16:09:24 -07:00
061cb98f74
auto-search/replace
Esteban Papp
2021-08-02 16:07:23 -07:00
0620f6dff3
Minor refactoring
AMZN-Olex
2021-08-02 19:06:02 -04:00
d5c491a694
Gems\MetaStream
Esteban Papp
2021-08-02 16:04:46 -07:00
fa52124f9c
Formalized the concept of an model's material slots
santorac
2021-08-02 15:56:28 -07:00
93a3d3efa0
Bandwith overlay works without imgui
AMZN-Olex
2021-08-02 15:57:29 -04:00
ed8227f47a
Updated new project template .gitignore files so that temporary level saves in _savebackup files will be ignored as untracked files.
Chris Galvan
2021-08-02 14:32:11 -05:00
6b7f8e3878
Merge pull request #2716 from aws-lumberyard-dev/cgalvan/FixVegetationLayerSpawnerDocLink
Chris Galvan
2021-08-02 14:26:27 -05:00
8542de8c32
Fixed a link error on android (clang)
santorac
2021-08-02 12:02:58 -07:00
24607df8f3
Added .gitignore so that Script Canvas debug logs don't get picked up as untracked files.
Chris Galvan
2021-08-02 14:02:39 -05:00
db7536acda
Gems/Maestro
Esteban Papp
2021-08-02 11:44:34 -07:00
8f6fd3a327
Merge pull request #2713 from aws-lumberyard-dev/cgalvan/RemovedLegacyEditorIcons
Chris Galvan
2021-08-02 13:38:56 -05:00
3a95243df5
Allow special characters in Actor node group names
Chris Burel
2021-07-20 13:37:58 -07:00
02c16a318e
Prefer unique_ptr to a raw pointer for CommandAdjustNodeGroup's members
Chris Burel
2021-07-20 13:28:32 -07:00
9e6832c6a9
Remove BaseObject as a base class from NodeGroup
Chris Burel
2021-07-20 13:03:56 -07:00
8730d5657f
Allow special characters in AnimGraph node group names
Chris Burel
2021-07-16 08:52:55 -07:00
37c3f01771
Removed legacy ObjectIcons and shelve icons from Editor.
Chris Galvan
2021-08-02 12:27:03 -05:00
4407c28b03
Merge pull request #2680 from aws-lumberyard-dev/Atom/RenderDoc
Jeremy Ong
2021-08-02 10:31:53 -06:00
8014475abf
Adding newline to the end of the new Job.cpp file
lumberyard-employee-dm
2021-08-02 11:28:04 -05:00
b9cfce8165
Gems/AtomLyIntegration
Esteban Papp
2021-08-02 09:26:06 -07:00
8088e6662a
modify new jobs.cpp file to match AzCore standard of opening namespace AZ rather than prepend AZ:: to every function
rgba16f
2021-08-02 11:15:31 -05:00
9e6eadd9a9
Merge branch 'development' into Atom/santorac/OptionalSceneApiMaterialConversion
santorac
2021-08-02 09:07:42 -07:00
af0d757556
Remove CMake status message when not compiling with RenderDoc
Jeremy Ong
2021-08-02 09:50:24 -06:00
9b0db508c9
Merge pull request #2554 from aws-lumberyard-dev/Atom/IndexedDataVector
Jeremy Ong
2021-08-02 07:52:34 -06:00
b840b24de2
Ported the actor and a few other places
Benjamin Jillich
2021-08-02 14:38:20 +02:00
e651f25577
Ported the render plugin, render update callback and render widget
Benjamin Jillich
2021-08-02 13:17:34 +02:00
0ea11294ab
fixes for crcfix
Esteban Papp
2021-07-30 12:29:06 -07:00
015424eb35
Conversion to unicode, everything except StreamerConfiguration
Esteban Papp
2021-07-30 11:51:21 -07:00
13679a7cc3
Reverted partial support for property overrides on default material assignments. This needs more UI design discussion first.
Chris Santora
2021-07-23 11:02:06 -07:00
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.
Chris Santora
2021-07-23 10:53:55 -07:00
1a478608a7
Restored the previous behavior of preventing material property overrides when there is no explicit material override assignment.
Chris Santora
2021-07-22 16:11:35 -07:00
b19a895889
Reverted accidentally commented out code.
Chris Santora
2021-07-21 23:54:37 -07:00
6fa891848d
Factored out redundant call to GetMaterialSlots(). Removed code that was intended to handle duplicate default material assignments, but duplicacate default material assignments aren't possible yet.
Chris Santora
2021-07-21 23:52:40 -07:00
21d5baa184
Fixed an issue where I had changed prior functionality by mistake, preventing exported materials from replacing material assignments.
Chris Santora
2021-07-21 11:28:24 -07:00
abec7a4f5b
Fixed an issue where a default material should show up as a filled-in value in the UI even though it should appear as empty, indicating the default is being used.
Chris Santora
2021-07-21 09:16:01 -07:00
75b4d62dcb
Restored the version converter EditorMaterialComponent::ConvertVersion for version 3, which wasn't possible with an earlier version of my changes.
Chris Santora
2021-07-20 16:59:25 -07:00
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. 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.
Chris Santora
2021-07-20 16:23:56 -07:00
a71ee7eb3a
Fixed the MaterialAssignmentId version converter to properly handle the default material assignment slot.
Chris Santora
2021-07-20 13:43:24 -07:00
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).
Chris Santora
2021-07-20 12:16:12 -07:00
28671c8546
Addressed suggestions from gadams3 to make EditorMaterialComponent get the default material assets from its own data rather than fetching them from the asset. Presumably this should give more reliable behavior.
Chris Santora
2021-07-19 23:40:18 -07:00
e145ce1d01
Updated EditorMaterialComponentSlot to support editing property overrides and UV overrides for the material, regardless of whether there is a material override or not.
Chris Santora
2021-07-17 18:46:04 -07:00
670dd6c5bc
Removed the GetLabelByAssetId function since now we can use the display name that comes with the ModelMaterialSlot. Updated OpenMaterialExporter() to account for the fact that multiple material slots can have the same default material asset. Updated the material inspector to sort material slots by name to match the order in the Material Component. Updated ExportItem to protect its data members, which makes it more clear that assetId and materialSlotName are readonly inputs.
Chris Santora
2021-07-17 18:18:28 -07:00
e3ceaa477e
Added a version converter for MaterialAssignmentId. This allowed me to successfully load the Sponza level in AtomTest.
Chris Santora
2021-07-17 12:54:40 -07:00
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.
Chris Santora
2021-07-17 00:07:23 -07:00
0cf6ecf3f7
Deleted unused "default" materials from RPI. Long ago these were used as defaults for FBX material conversion process, but that's no longer the case. And I'm about to add a new approach for default material conversion in SceneAPI.
Chris Santora
2021-07-13 16:25:10 -07:00