Merge remote-tracking branch 'origin/master' into 1.9
# Conflicts: # Source/Editor/Modules/ContentDatabaseModule.cs # Source/Editor/Surface/SurfaceUtils.cs # Source/Editor/Windows/Assets/MaterialInstanceWindow.cs # Source/Engine/Foliage/Foliage.cpp # Source/Engine/Graphics/Models/MeshBase.h # Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Textures.cpp
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@@ -187,7 +187,7 @@ public:
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/// <summary>
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/// Gets the list with physical materials used to define the terrain collider physical properties - each for terrain layer (layer index matches index in this array).
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(520), EditorDisplay(\"Collision\"), Collection(MinCount = 8, MaxCount = 8)")
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API_PROPERTY(Attributes="EditorOrder(520), EditorDisplay(\"Collision\"), Collection(MinCount=8, MaxCount=8)")
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FORCE_INLINE const Array<JsonAssetReference<PhysicalMaterial>, FixedAllocation<8>>& GetPhysicalMaterials() const
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{
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return _physicalMaterials;
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@@ -199,6 +199,27 @@ public:
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API_PROPERTY()
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void SetPhysicalMaterials(const Array<JsonAssetReference<PhysicalMaterial>, FixedAllocation<8>>& value);
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/// <summary>
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/// Gets the physical material used to define the terrain collider physical properties.
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/// [Deprecated on 16.02.2024, expires on 16.02.2026]
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/// </summary>
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API_PROPERTY(Attributes="HideInEditor, NoSerialize")
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DEPRECATED("Use PhysicalMaterials instead.") FORCE_INLINE JsonAssetReference<PhysicalMaterial>& GetPhysicalMaterial()
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{
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return _physicalMaterials[0];
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}
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/// <summary>
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/// Sets the physical materials used to define the terrain collider physical properties.
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/// [Deprecated on 16.02.2024, expires on 16.02.2026]
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/// </summary>
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DEPRECATED("Use PhysicalMaterials instead.") API_PROPERTY()
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void SetPhysicalMaterial(const JsonAssetReference<PhysicalMaterial>& value)
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{
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for (auto& e : _physicalMaterials)
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e = value;
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}
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/// <summary>
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/// Gets the terrain Level Of Detail count.
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/// </summary>
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@@ -124,6 +124,10 @@ void TerrainChunk::Draw(const RenderContext& renderContext) const
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}
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drawCall.WorldDeterminantSign = RenderTools::GetWorldDeterminantSign(drawCall.World);
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drawCall.PerInstanceRandom = _perInstanceRandom;
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#if USE_EDITOR
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if (renderContext.View.Mode == ViewMode::LightmapUVsDensity)
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drawCall.Surface.LODDitherFactor = 1.0f; // See LightmapUVsDensityMaterialShader
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#endif
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// Add half-texel offset for heightmap sampling in vertex shader
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//const float lodHeightmapSize = Math::Max(1, drawCall.TerrainData.Heightmap->Width() >> lod);
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@@ -181,6 +185,10 @@ void TerrainChunk::Draw(const RenderContext& renderContext, MaterialBase* materi
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}
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drawCall.WorldDeterminantSign = RenderTools::GetWorldDeterminantSign(drawCall.World);
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drawCall.PerInstanceRandom = _perInstanceRandom;
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#if USE_EDITOR
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if (renderContext.View.Mode == ViewMode::LightmapUVsDensity)
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drawCall.Surface.LODDitherFactor = 1.0f; // See LightmapUVsDensityMaterialShader
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#endif
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// Add half-texel offset for heightmap sampling in vertex shader
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//const float lodHeightmapSize = Math::Max(1, drawCall.TerrainData.Heightmap->Width() >> lod);
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