Qing Tao
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b0b92a99cd
Add support to release BufferAssets owned by ModelAssets for some use cases (#113)
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2 tahun lalu |
Mike Balfour
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4cca49f287
Fix the first-time Editor crash bugs (#16197)
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2 tahun lalu |
Jérôme Leclercq
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4e20926d99
Take suggestions into account
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3 tahun lalu |
Jérôme Leclercq
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53f2c67ecc
Add model/texture quality setting and bus
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3 tahun lalu |
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 tahun lalu |
Mike Balfour
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6106824eb6
Fix possible race condition with BuildKdTree(). (#10189)
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3 tahun lalu |
Mike Balfour
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710f54b18b
Mesh Surface Tag Emitter wasn't raycasting correctly. (#9108)
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3 tahun lalu |
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 tahun lalu |
lumberyard-employee-dm
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b9824ed172
Updated all array_view uses with the C++20 span. (#7157)
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4 tahun lalu |
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 tahun lalu |
Tom Hulton-Harrop
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2812ec2024
Fix brute force mesh intersection function (#5447)
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4 tahun lalu |
Artur K
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f44169f7fa
Cleanup SerializeContext.h pt.1 (#4264)
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4 tahun lalu |
Mike Balfour
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0505f200e5
Remove extra/bad profile markers (#4031)
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4 tahun lalu |
Jeremy Ong
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07a14bdce1
Add AZ_BUDGET_DEFINE/AZ_BUDGET_DECLARE and remove driller
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4 tahun lalu |
Jeremy Ong
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df9b4d4a2f
Deprecate profiler categories based on global enum
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4 tahun lalu |
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 tahun lalu |
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 tahun lalu |
Steve Pham
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38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
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4 tahun lalu |
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 tahun lalu |
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 tahun lalu |
Steve Pham
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70042fcdcd
O3DE Copyright Updates for Linux Foundation (#1504)
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4 tahun lalu |
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 tahun lalu |
Tom Hulton-Harrop
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dd95d2b02e
ensure brute force ray intersection works (#1170)
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4 tahun lalu |
alexpete
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1044dc3da1
Integrating github/staging through commit ab87ed9
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4 tahun lalu |
alexpete
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a10351f38d
Initial commit
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5 tahun lalu |