Markus Prettner
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36220a5714
Update usages of AZ_CRC macro with 2 parameters
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11 maanden geleden |
gadams3
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9f296f68d0
Materials: Fixing problems with material hot reloading after shader and material type changes
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2 jaren geleden |
santorac
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6f88edb883
Updated job key for job dependency in the FBX build pipeline.
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2 jaren geleden |
santorac
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0f68b0a922
Split out MaterialTypeBuilder to be separate from MaterialBuilder.
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2 jaren geleden |
Guthrie Adams
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932438a043
Changing material builder settings and (AtomCore) AZ::Data::InstanceId to support material editor and canvas workflows
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2 jaren geleden |
santorac
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59d14fbc09
Fixed a mis-named material property in the FBX/scene builder that was spamming warnings in AtomSampleViewer.
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3 jaren geleden |
amzn-mike
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7f1e4a8ef3
Merge branch 'development' into Helios_SubIdDependencies
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3 jaren geleden |
santorac
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01c37d2d63
Fixed whitespace
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3 jaren geleden |
santorac
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2a7665ed0f
Fixed a simple reversed logic error in MaterialAssetBuilderComponent that caused shader file changes to trigger FBX asset rebuilds.
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3 jaren geleden |
santorac
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59b3de9715
Fixed scene material converter to use the correct property names for ambient occlusion. It was still using old names, which caused lots of property name warnings about "ambientOcclusion.textureMap" and "ambientOcclusion.useTexture".
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3 jaren geleden |
amzn-mike
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6ee5302508
Merge branch 'development' into Helios_SubIdDependencies
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3 jaren geleden |
Esteban Papp
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b3ba73db3b
Removing unneded include form multiple files
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3 jaren geleden |
santorac
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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)
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3 jaren geleden |
santorac
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45429872d6
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.
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3 jaren geleden |
santorac
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2d6d14abf7
Changed MaterialAsset::GetPropertyValues to not auto-finalize. Client code must call Finalize manually. It's better to avoid unexpected side-effects from a const getter function.
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3 jaren geleden |
santorac
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aafd34679a
Merged MaterialAssetCreatorCommon class into MaterialTypeAssetCreator because it is no longer needed for MaterialAssetCreator.
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3 jaren geleden |
santorac
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a627cda5ae
Got the unit tests working again.
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3 jaren geleden |
santorac
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c5b128bec4
First pass at reworking and formalizing the way deferred material asset baking works. The feature basically works but needs more testing.
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3 jaren geleden |
amzn-mike
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ce82a82687
Add subId dependencies for material, materialtype and fbx files
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3 jaren geleden |
Robin
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dd8761dd8b
Edit comment and add marker for version update.
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3 jaren geleden |
Robin
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b78e41f5a8
Refactor use of OrderOnce for materials to limit to materialtype dependencies only.
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3 jaren geleden |
Robin
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0ed82e21d5
Switch job dependency type to OrderOnce for material assets when property names are included.
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3 jaren geleden |
Steve Pham
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e6573766c2
Fixes for release builds for unused variable warnings (#4000)
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3 jaren geleden |
hershey5045
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15e889a2f6
Reintroduce materialtype dependency on fbx files. (#3934)
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3 jaren geleden |
hershey5045
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4249ceeae7
Add material property names to material assets, disable FBX dependency on materialtype files. (#3408)
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3 jaren geleden |
Esteban Papp
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cd5df6b372
Some more fixes
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3 jaren geleden |
santorac
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6b23e07af4
Changed MaterialConverterBus GetMaterialTypePath() to return a string instead of char*
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3 jaren geleden |
Chris Santora
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36abde95a9
Added a new registry setting that disables automatic conversion of materials from model files like FBX.
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3 jaren geleden |
Chris Santora
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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.
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3 jaren geleden |
amzn-mike
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fc75dd5fda
Fix python fbx tests (#2171)
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3 jaren geleden |