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o3de/Gems/EMotionFX/Code/Source/Editor/Plugins/SimulatedObject
Benjamin Jillich 5e3b176abf EMotion FX: Colliders now also render without the collider plugins
Colliders only rendered in case the given plugin was active, no matter if they were enabled or not in the 3D viewport which was confusing for users. Colliders as well as ragdoll debug draw now renders independently of the plugins.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
4 years ago
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SimulatedJointWidget.cpp Updated remaining Project Configurator references to Project Manager. 4 years ago
SimulatedJointWidget.h Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
SimulatedObjectActionManager.cpp Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
SimulatedObjectActionManager.h Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
SimulatedObjectColliderWidget.cpp Fix the crash when switching between sim obj and physix layout in animation editor. (#4185) 4 years ago
SimulatedObjectColliderWidget.h Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
SimulatedObjectSelectionWidget.cpp Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
SimulatedObjectSelectionWidget.h Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
SimulatedObjectSelectionWindow.cpp Rename EMotionFX class members to follow the `m_` naming convention 4 years ago
SimulatedObjectSelectionWindow.h Rename EMotionFX class members to follow the `m_` naming convention 4 years ago
SimulatedObjectWidget.cpp EMotion FX: Colliders now also render without the collider plugins 4 years ago
SimulatedObjectWidget.h Change actorRenderFlag to use AZ ENUM CLASS instead of azstd::bitset (#7542) 4 years ago