Historial de Commits

Autor SHA1 Mensaje Fecha
  Akio Gaule 4ad3b5609c Add memory heaps for tracking to some of Atom assets (#18424) hace 3 semanas
  Mike Balfour 4cca49f287 Fix the first-time Editor crash bugs (#16197) hace 1 año
  Qing Tao 5fbdcb8a82 Moved all Reflect() funciton implementations from h files to cpp files in RPI gem. (#14245) hace 1 año
  santorac f9052de5ce Various code cleanup and commenting. hace 1 año
  santorac 37fbc5a798 Established the core structure of material pipeline functors. This allows the material pipeline to select appropriate shaders based on data from the material without exposing knowledge of the specific shaders to the material type. Transparency, tinted transparency, and optional shadow casting are all working. hace 1 año
  santorac 8d040facca Refactored material property code in preparation for material pipeline functor support. hace 2 años
  santorac afd3f29a2c Made material pipelines use a lua script to select a shader with the lighting model indicated in the material type. hace 2 años
  Qing Tao af545e7481 Add basic image mip stream in/on machanism to streaming image pool controller (#12057) hace 2 años
  Tommy Walton 3ff2f29c4f Refactor SkinnedMeshFeatureProcessor (DCO fixed) (#9171) hace 2 años
  santorac 2c59f1b8a4 Added support for deeply nested material property groups. hace 2 años
  santorac aafd34679a Merged MaterialAssetCreatorCommon class into MaterialTypeAssetCreator because it is no longer needed for MaterialAssetCreator. hace 2 años
  antonmic 53cf7b462b Changing all ClearPass to SlowClearPass hace 2 años
  antonmic 0a8ba35738 Added ClearPass and automatic instantiation from ParentPass for slots specifying a clear action hace 2 años
  rbarrand 59031d2f17 Enable material version updates. hace 3 años
  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. hace 3 años
  Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213) hace 3 años
  Chris Galvan d7574777a8 Resolved merge conflicts hace 3 años
  Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693) hace 3 años
  Gene Walters 4e14c0069b Merge branch 'upstream/stabilization/2106' into genewalt/gitflow_210628 hace 3 años
  Chris Santora 81247aa0e8 Removed unused shader "2" files that were part of a redesign effort, which is now complete on the development branch. These files are not needed for the upcoming release and could cause confusion for other developers. hace 3 años
  Steve Pham 70042fcdcd O3DE Copyright Updates for Linux Foundation (#1504) hace 3 años
  galibzon cc615a8f32 [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Funct… (#1079) hace 3 años
  Chris Santora 8799d1ab54 Merge branch 'main' into Atom/santorac/NewLayeringWorkflow hace 3 años
  galibzon 256df54575 [ATOM-15276] Shader Build Pipeline: Add Shader Supervariant System (#749) hace 3 años
  Chris Santora 53188a12da Made StandardMultilayerPBR hide a layer's property groups when that layer is disabled. hace 3 años
  alexpete c2cbd430fe Integrating up through commit 90f050496 hace 3 años
  alexpete 75dc720198 Integrating latest 47acbe8 hace 3 años
  alexpete a10351f38d Initial commit hace 3 años