Histórico de commits

Autor SHA1 Mensagem Data
  Guthrie Adams 54dcdb726f Clean up mesh feature processors so that materials and event handlers are set up in the descriptor on a choir so that they don't need to be called manually or stored in multiple places 2 anos atrás
  gadams3 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. 2 anos atrás
  John Coimbra Walsh 943ea1ff72 Fix for GHI12221: WhiteBox component crashes with Editor Mode Visual Feedback (#12226) 3 anos atrás
  Michael Pollind b7ac41828b address formatting problems 3 anos atrás
  Michael Pollind a783af10d2 bugfix(Whitebox): better handle updating material for whitebox mesh (GHI-9442) 3 anos atrás
  Michael Pollind b56601b39c adjust visibility for whitebox mesh 3 anos atrás
  Michael Pollind 6c3866288a bugfix(whitebox): fix visible and tint settings for whitebox (RHI-8269, RHI-8270) 3 anos atrás
  John ae003f0d1e Address PR comments. 3 anos atrás
  John 479ac7a447 Simplify WhiteBox implementation. 3 anos atrás
  John caec4de944 More comments. 3 anos atrás
  John 09fb56a42a Trivial refactoring and comments. 3 anos atrás
  John 6bdbcb5f68 Add support for WhiteBox and Cloth. 3 anos atrás
  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 anos atrás
  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 anos atrás
  Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179 4 anos atrás
  Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213) 4 anos atrás
  Esteban Papp 7b1fe069e5 WhiteBox 4 anos atrás
  Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693) 4 anos atrás
  Steve Pham 70042fcdcd O3DE Copyright Updates for Linux Foundation (#1504) 4 anos atrás
  Tommy Walton be0fbaaddc LYN-2227 : Improve mesh initialization performance by not creating draw packet more than once (#1476) 4 anos atrás
  hultonha 1d900947f5 defer rebuilding the white box mesh by a frame to prevent reentrancy causing issues 4 anos atrás
  hultonha b708bc2c10 potential fix for level loading hangs with White Box Component and Atom 4 anos atrás
  alexpete a10351f38d Initial commit 5 anos atrás