Commit History

Author SHA1 Message Date
  Qing Tao b0b92a99cd Add support to release BufferAssets owned by ModelAssets for some use cases (#113) 2 years ago
  Mike Balfour 4cca49f287 Fix the first-time Editor crash bugs (#16197) 2 years ago
  Jérôme Leclercq 4e20926d99 Take suggestions into account 3 years ago
  Jérôme Leclercq 53f2c67ecc Add model/texture quality setting and bus 3 years ago
  Nicholas Lawson cfa615a8fa Fixes and reworks the way drag and drop functions (when dragging FROM asset browser) (#10949) 3 years ago
  Mike Balfour 6106824eb6 Fix possible race condition with BuildKdTree(). (#10189) 3 years ago
  Mike Balfour 710f54b18b Mesh Surface Tag Emitter wasn't raycasting correctly. (#9108) 3 years ago
  moraaar 7150a28ed6 Mesh Component: Add button to the Mesh Asset field to open mesh FBX settings (#7547) 4 years ago
  lumberyard-employee-dm b9824ed172 Updated all array_view uses with the C++20 span. (#7157) 4 years ago
  Esteban Papp 0b9497cd45 Changes call from AZ_TRACE to AZ_PROFILE. AZ_TRACE uses a driller bus that is going to be removed 4 years ago
  Tom Hulton-Harrop 2812ec2024 Fix brute force mesh intersection function (#5447) 4 years ago
  Artur K f44169f7fa Cleanup SerializeContext.h pt.1 (#4264) 4 years ago
  Mike Balfour 0505f200e5 Remove extra/bad profile markers (#4031) 4 years ago
  Jeremy Ong 07a14bdce1 Add AZ_BUDGET_DEFINE/AZ_BUDGET_DECLARE and remove driller 4 years ago
  Jeremy Ong df9b4d4a2f Deprecate profiler categories based on global enum 4 years ago
  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. 4 years ago
  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. 4 years ago
  Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
  Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693) 4 years ago
  Mike Balfour 567156b85a [ATOM-4343] Temporary fix for vegetation raycasts until full solution is implemented. (#1572) 4 years ago
  Steve Pham 70042fcdcd O3DE Copyright Updates for Linux Foundation (#1504) 4 years ago
  Benjamin Jillich 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) 4 years ago
  Tom Hulton-Harrop dd95d2b02e ensure brute force ray intersection works (#1170) 4 years ago
  alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 4 years ago
  alexpete a10351f38d Initial commit 5 years ago