Mike Balfour
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4cca49f287
Fix the first-time Editor crash bugs (#16197)
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2 лет назад |
Jérôme Leclercq
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4e20926d99
Take suggestions into account
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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 |
Nicholas Lawson
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cfa615a8fa
Fixes and reworks the way drag and drop functions (when dragging FROM asset browser) (#10949)
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3 лет назад |
Mike Balfour
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6106824eb6
Fix possible race condition with BuildKdTree(). (#10189)
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3 лет назад |
Mike Balfour
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710f54b18b
Mesh Surface Tag Emitter wasn't raycasting correctly. (#9108)
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3 лет назад |
moraaar
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7150a28ed6
Mesh Component: Add button to the Mesh Asset field to open mesh FBX settings (#7547)
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4 лет назад |
lumberyard-employee-dm
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b9824ed172
Updated all array_view uses with the C++20 span. (#7157)
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4 лет назад |
Esteban Papp
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0b9497cd45
Changes call from AZ_TRACE to AZ_PROFILE. AZ_TRACE uses a driller bus that is going to be removed
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4 лет назад |
Tom Hulton-Harrop
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2812ec2024
Fix brute force mesh intersection function (#5447)
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4 лет назад |
Artur K
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f44169f7fa
Cleanup SerializeContext.h pt.1 (#4264)
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4 лет назад |
Mike Balfour
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0505f200e5
Remove extra/bad profile markers (#4031)
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4 лет назад |
Jeremy Ong
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07a14bdce1
Add AZ_BUDGET_DEFINE/AZ_BUDGET_DECLARE and remove driller
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4 лет назад |
Jeremy Ong
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df9b4d4a2f
Deprecate profiler categories based on global enum
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4 лет назад |
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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4 лет назад |
Chris Santora
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14d2e38b90
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.
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4 лет назад |
Steve Pham
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38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
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4 лет назад |
Steve Pham
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b4a2edec6a
Final update copyright headers to reference license files at the repo root (#1693)
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4 лет назад |
Mike Balfour
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567156b85a
[ATOM-4343] Temporary fix for vegetation raycasts until full solution is implemented. (#1572)
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4 лет назад |
Steve Pham
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70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504)
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4 лет назад |
Benjamin Jillich
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7d5a7b47ac
[LYN-3717] When pulling in an actor FBX, two entities are spawned & [ATOM-15258] Clicking and Dragging fbx file into viewport produces 2 entities (#1392)
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4 лет назад |
Tom Hulton-Harrop
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dd95d2b02e
ensure brute force ray intersection works (#1170)
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4 лет назад |
alexpete
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1044dc3da1
Integrating github/staging through commit ab87ed9
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4 лет назад |
alexpete
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a10351f38d
Initial commit
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5 лет назад |