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fec79a7d53
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o3de
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Gems
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AtomLyIntegration
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CommonFeatures
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Chris Santora
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.
...
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
..
EditorMaterialComponent.cpp
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.
4 years ago
EditorMaterialComponent.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
EditorMaterialComponentExporter.cpp
Removed the GetLabelByAssetId function since now we can use the display name that comes with the ModelMaterialSlot.
4 years ago
EditorMaterialComponentExporter.h
Removed the GetLabelByAssetId function since now we can use the display name that comes with the ModelMaterialSlot.
4 years ago
EditorMaterialComponentInspector.cpp
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
EditorMaterialComponentInspector.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
EditorMaterialComponentSlot.cpp
Updated EditorMaterialComponentSlot to support editing property overrides and UV overrides for the material, regardless of whether there is a material override or not.
4 years ago
EditorMaterialComponentSlot.h
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.
4 years ago
EditorMaterialComponentUtil.cpp
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
EditorMaterialComponentUtil.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
EditorMaterialModelUvNameMapInspector.cpp
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
EditorMaterialModelUvNameMapInspector.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
EditorMaterialSystemComponent.cpp
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
EditorMaterialSystemComponent.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
MaterialBrowserInteractions.cpp
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
MaterialBrowserInteractions.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
MaterialComponent.cpp
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
MaterialComponent.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
MaterialComponentConfig.cpp
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.
4 years ago
MaterialComponentController.cpp
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
MaterialComponentController.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
MaterialThumbnail.cpp
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago
MaterialThumbnail.h
Shorten copyright headers by splitting into 2 lines (
#2213
)
4 years ago