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638fc027f5ea03c2a86a0e454022ccebd640eaa8
o3de
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santorac
638fc027f5
Updated material builder version numbers in case my prior changes were impactful (it might not be necessary but I'm not sure, so just in case)
...
Signed-off-by: santorac <
55155825+santorac@users.noreply.github.com
>
2022-01-18 19:02:22 -08:00
..
Platform
add shaderoptiongroup natvis (
#3315
)
2021-08-19 17:09:01 -05:00
RPI.Builders
Updated material builder version numbers in case my prior changes were impactful (it might not be necessary but I'm not sure, so just in case)
2022-01-18 19:02:22 -08:00
RPI.Edit
Changed .material serialization to avoid loading the .materialtype file, since the .material builder doesn't declare a source dependency on the .materialtype. Otherwise there can be ambiguous edge cases where changes to the .materialtype might or might not impact the baked MaterialAsset. Note that another option would have been to add a the appropriate source dependency, but that would hurt iteration time as any change to the .materialtype file would cause every .material file and .fbx to rebuild.
2022-01-18 19:00:50 -08:00
RPI.Editor
Shorten copyright headers by splitting into 2 lines (
#2213
)
2021-07-16 15:25:48 -07:00
RPI.Private
Revert "Refresh rate driven rendering tick logic (
#3375
)"
2021-09-21 16:47:24 -07:00
RPI.Public
Switched back to making MaterialAsset::GetPropertyValues automatically finalize the material asset. I realized that it's too burdensome to expect client code to call Finalize on the MaterialAsset; every code that calls GetPropertyValues would have to call Finalize(). Instead of using const_cast in GetPropertyValues like I was doing before, I just changed GetPropertyValues to be a non-const function. There were a few places in Decal code I had to update to pass non-const MaterialAsset pointers. This isn't ideal, but I think it's better than the alternatives.
2022-01-18 17:39:44 -08:00
RPI.Reflect
Changed .material serialization to avoid loading the .materialtype file, since the .material builder doesn't declare a source dependency on the .materialtype. Otherwise there can be ambiguous edge cases where changes to the .materialtype might or might not impact the baked MaterialAsset. Note that another option would have been to add a the appropriate source dependency, but that would hurt iteration time as any change to the .materialtype file would cause every .material file and .fbx to rebuild.
2022-01-18 19:00:50 -08:00