Mike Balfour
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d629db9b5b
Misc scene-related bugfixes and optimizations (#16567)
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2 лет назад |
Qing Tao
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0ed29d3c26
Multiple fixes with game launcher for loft scene (#16350)
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2 лет назад |
lumberyard-employee-dm
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f860d64802
GCC 13/Clang 14 build fixes (#16257)
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2 лет назад |
Mike Balfour
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4cca49f287
Fix the first-time Editor crash bugs (#16197)
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2 лет назад |
Martin Sattlecker
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3fd80f4221
Addressed some PR comments
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2 лет назад |
Martin Sattlecker
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e1b5ab5139
MeshFeatureProcessor: Consider emissive intensity unit for raytracing materials
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2 лет назад |
Tommy Walton
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b91c95ac6e
Enable instanced draw calls in the MeshFeatureProcessor (#15722)
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2 лет назад |
Tommy Walton
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5c8fde7a78
Fix invalid access via meshIndex when not all meshes have valid draw packets. (#15680)
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2 лет назад |
Tommy Walton
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d2d54140aa
Add support for VisibleObjectLists in the RPI Culling. (#15517)
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2 лет назад |
Qing Tao
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7561bab4f6
Fixed an edge case that the m_isDrawMotion wasn't set correctly if the mesh asset was already loaded when creating the MeshHandle (#15493)
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2 лет назад |
Qing Tao
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aa22c7e2b2
MeshMotionVector pass optimization (#15409)
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2 лет назад |
JLeclercq
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d90ce8e5a1
Add OnObjectSrgCreated event for Mesh and Actor components (#15175)
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2 лет назад |
Tommy Walton
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6184e818de
Create MeshInstanceManager for managing draw packets (#14963)
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2 лет назад |
JLeclercq
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643e33e8b1
Merge branch 'development' into cyanide-backport-18-asset-tags
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2 лет назад |
dmcdiarmid-ly
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4d16bab4b8
Merge branch 'development' into Atom/dmcdiar/ATOM-18129
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2 лет назад |
gadams3
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3644d10301
Addressing PR feedback. Removing unnecessary bus connection checks. Added utility function for converting between material assignment map and custom material map.
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2 лет назад |
dmcdiarmid-ly
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1861f9252b
Hybrid SSR-RayTraced Reflections
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2 лет назад |
gadams3
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979f6abfb6
Deleting material assignment notification bus and implementing more efficient notifications sent for batches of changes on tick
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2 лет назад |
gadams3
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58e4be5541
Updating feature processors and components to remove direct dependency on material assignment data types. Instead, the mesh feature processor will manage its own custom materials. This will limit the amount of data that gets copied into the feature processor and carried around with every mesh handle.
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2 лет назад |
Jérôme Leclercq
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1e8d1ca2ca
Fix model LOD system
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3 лет назад |
JLeclercq
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08769210ea
Update Gems/Atom/Feature/Common/Code/Source/Mesh/MeshFeatureProcessor.cpp
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3 лет назад |
Jérôme Leclercq
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9706717757
Rework model quality out of the culling system
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3 лет назад |
Jérôme Leclercq
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4e20926d99
Take suggestions into account
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3 лет назад |
gadams3
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9cfb30ae4d
Material Component: Error handling for missing assets
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3 лет назад |
dmcdiarmid-ly
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8fd2350618
Removed blend mode name property retrieval
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3 лет назад |
dmcdiarmid-ly
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36ceb74612
Removed warning on irradiance color blend mode
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3 лет назад |
Jérôme Leclercq
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53f2c67ecc
Add model/texture quality setting and bus
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3 лет назад |
Ken Pruiksma
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3c10e112fb
Removing actors from reflection cubemap images. (#14108)
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3 лет назад |
Tommy Walton
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47a623c8df
GHI-12339 GetFeatureProcessor performance (#13686)
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3 лет назад |
santorac
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37fbc5a798
Established the core structure of material pipeline functors. This allows the material pipeline to select appropriate shaders based on data from the material without exposing knowledge of the specific shaders to the material type. Transparency, tinted transparency, and optional shadow casting are all working.
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3 лет назад |