Merge branch 'main' into limit_max_scale

This commit is contained in:
greerdv
2021-04-15 13:44:53 +01:00
2687 changed files with 45610 additions and 543714 deletions
@@ -24,7 +24,7 @@ namespace AzToolsFramework
{
QString ComponentTypeMimeData::GetMimeType()
{
return "application/x-amazon-lumberyard-editorcomponenttypes";
return "application/x-amazon-o3de-editorcomponenttypes";
}
AZStd::unique_ptr<QMimeData> ComponentTypeMimeData::Create(const ClassDataContainer& container)
@@ -99,7 +99,7 @@ namespace AzToolsFramework
QString ComponentMimeData::GetMimeType()
{
return "application/x-amazon-lumberyard-editorcomponentdata";
return "application/x-amazon-o3de-editorcomponentdata";
}
AZStd::unique_ptr<QMimeData> ComponentMimeData::Create(const ComponentDataContainer& components)
@@ -15,7 +15,7 @@
* Header file for the editor component base class.
* Derive from this class to create a version of a component to use in the
* editor, as opposed to the version of the component that is used during run time.
* To learn more about editor components, see the [Lumberyard Developer Guide]
* To learn more about editor components, see the [Open 3D Engine Developer Guide]
* (http://docs.aws.amazon.com/lumberyard/latest/developerguide/component-entity-system-pg-editor-components.html).
*/
@@ -52,7 +52,7 @@ namespace AzToolsFramework
* To create one or more game components to represent your editor component
* in runtime, use BuildGameEntity().
*
* To learn more about editor components, see the [Lumberyard Developer Guide]
* To learn more about editor components, see the [Open 3D Engine Developer Guide]
* (http://docs.aws.amazon.com/lumberyard/latest/developerguide/component-entity-system-pg-editor-components.html).
*/
class EditorComponentBase
@@ -408,7 +408,7 @@ namespace AzToolsFramework
QString fullLayerPath(layerFolder.filePath(myLayerFileName));
// Lumberyard will read in the layer in whatever format it's in, so there's no need to check what the save format is set to.
// Open 3D Engine will read in the layer in whatever format it's in, so there's no need to check what the save format is set to.
// The save format is also set in this object that is being loaded, so it wouldn't even be available.
m_loadedLayer = AZ::Utils::LoadObjectFromFile<EditorLayer>(fullLayerPath.toUtf8().data());
@@ -1051,7 +1051,6 @@ namespace AzToolsFramework
currentFailure));
// FileIO doesn't support removing directory, so use Qt.
// QDir::IsEmpty isn't available until a newer version fo Qt than Lumberyard is using.
if (layerTempFolder.entryInfoList(
QDir::NoDotAndDotDot | QDir::AllEntries | QDir::System | QDir::Hidden).count() == 0)
{
@@ -1485,7 +1484,7 @@ namespace AzToolsFramework
if (!newLayerEntityId.IsValid())
{
return LayerResult(LayerResultStatus::Error, "Lumberyard was unable to create a layer entity.");
return LayerResult(LayerResultStatus::Error, "Open 3D Engine was unable to create a layer entity.");
}
// If this new layer has a parent, then set its parent.
@@ -58,7 +58,7 @@ namespace AzToolsFramework
AZ::Color m_color = AZ::Color::CreateOne();
// Default to text files, so the save history is easier to understand in source control.
// This attribute only effects writing layers, and is safe to store here instead of on the component.
// When reading files off disk, Lumberyard figures out the correct format automatically.
// When reading files off disk, Open 3D Engine figures out the correct format automatically.
bool m_saveAsBinary = false;
// The layer entity needs to be invisible to all other systems, so they don't show up in the viewport.
@@ -338,7 +338,7 @@ namespace AzToolsFramework
EditorLayer* m_loadedLayer = nullptr;
AZStd::string m_layerFileName;
// Lumberyard's serialization system requires everything in the editor to have a serialized to disk counterpart.
// Open 3D Engine's serialization system requires everything in the editor to have a serialized to disk counterpart.
// Layers have their data split into two categories: Stuff that should save to the layer file, and stuff that should
// save to the layer component in the level. To allow the layer component to edit the data that goes in the layer file,
// a placeholder value is serialized. This is only used at edit time, and is copied and cleared during serialization.