Историја ревизија

Аутор SHA1 Порука Датум
  Joerg H. Mueller 1162df54b9 SRG-related resources. пре 2 година
  Joerg H. Mueller 6d2be5c118 Porting some needed changes. пре 2 година
  Martin Winter d9d481d7ca Missing image/buffer resources in ModelLod пре 2 година
  Joerg H. Mueller 8048e50019 Renaming classes with MultiDevice equivalent to SingleDevice. пре 1 година
  lumberyard-employee-dm f860d64802 GCC 13/Clang 14 build fixes (#16257) пре 2 година
  Tommy Walton 3ff2f29c4f Refactor SkinnedMeshFeatureProcessor (DCO fixed) (#9171) пре 3 година
  lumberyard-employee-dm b9824ed172 Updated all array_view uses with the C++20 span. (#7157) пре 4 година
  Scott Romero 36bcf5849a [development] Migrated Atom CPU profiler to utilize new AzCore Profiler interface and related macros (#4160) пре 4 година
  Jeremy Ong 07a14bdce1 Add AZ_BUDGET_DEFINE/AZ_BUDGET_DECLARE and remove driller пре 4 година
  Esteban Papp f8e99cd7dd Merge branch 'development' into cmake/SPEC-2513_w4244 пре 4 година
  Jeremy Ong df9b4d4a2f Deprecate profiler categories based on global enum пре 4 година
  pappeste 38fd7f0013 fixing Atom пре 4 година
  Esteban Papp b33a4db332 Merge branch 'development' into cmake/SPEC-2513_w4267 пре 4 година
  Chris Santora 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. пре 4 година
  Chris Santora 3daf3f7d7a Fixed an issue with Actors where the material slot IDs were incorrect, and caused the displayed slot labels to be all "<unknown>" (and likely other issues). пре 4 година
  Chris Santora 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. пре 4 година
  pappeste 97f9ac870d Atom пре 4 година
  Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213) пре 4 година
  Tommy Walton 0d82c1e670 Use float buffer for skinning (#2009) пре 4 година
  Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693) пре 4 година
  Steve Pham 70042fcdcd O3DE Copyright Updates for Linux Foundation (#1504) пре 4 година
  Roman 1f6bb14ed3 [EMFX][ATOM] crash during mesh reload (#1301) пре 4 година
  alexpete 8469c9ca0a Integrating github/staging through commit 5f214be пре 4 година
  alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 пре 4 година
  alexpete c2cbd430fe Integrating up through commit 90f050496 пре 4 година
  alexpete 75dc720198 Integrating latest 47acbe8 пре 4 година
  alexpete a10351f38d Initial commit пре 5 година