merge fix

Signed-off-by: sphrose <82213493+sphrose@users.noreply.github.com>
This commit is contained in:
sphrose
2021-10-25 14:41:17 +01:00
2277 changed files with 51267 additions and 671122 deletions
+17 -7
View File
@@ -7,20 +7,30 @@ labels: 'needs-triage,needs-sig,kind/bug'
---
**Describe the bug**
A clear and concise description of what the bug is.
A clear and concise description of what the bug is. Try to isolate the issue to help the community to reproduce it easily and increase chances for a fast fix.
**To Reproduce**
**Steps to reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
2. Click on '...'
3. Select attached asset '...'
4. Scroll down to '...'
5. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Actual behavior**
A clear and concise description of what actually happened.
**Assets required**
Provide sample assets needed to reproduce the issue.
**Screenshots/Video**
If applicable, add screenshots and/or a video to help explain your problem.
**Found in Branch**
Name of or link to the branch where the issue occurs.
**Desktop/Device (please complete the following information):**
- Device: [e.g. PC, Mac, iPhone, Samsung]
-13
View File
@@ -1,18 +1,5 @@
<settings>
<r_PostProcessEffects value="1"/>
<r_HDREyeAdaptationSpeed value="100000000"/>
<r_MotionBlur value="0"/>
<e_ScreenShotQuality value="0"/>
<e_ViewDistRatio value="100000000"/>
<r_DisplayInfo value="0"/>
<e_StreamCgfPoolSize value="128" />
<e_ViewDistRatioVegetation value="100"/>
<e_Lods value="0"/>
<e_Vegetation value="0"/>
<e_TerrainOcclusionCulling value="0"/>
<e_OcclusionVolumes value="0"/>
<e_shadows value="0"/>
<e_portals value="3"/>
<e_fog value="0"/>
<r_hdrdebug value="0"/>
</settings>
@@ -1 +0,0 @@
/autooptimizefile=0 /preset=Diffuse_lowQ
@@ -1 +0,0 @@
/autooptimizefile=0 /mipmaps=0 /preset=AlbedoWithGenericAlpha /reduce=-1
-2
View File
@@ -7,8 +7,6 @@
<Tool Title="| Draw Helpers" Command="p_draw_helpers" EditorCmd="" ToggleVar="1"/>
<Tool Title="| AI Debug Draw" Command="ai_DebugDraw" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Toggle Music" Command="s_MusicEnable" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Toggle Sound" Command="s_SoundEnable" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Toggle ForcefeedBack" Command="i_forcefeedback" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Freeze Camera " Command="e_CameraFreeze" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Log Verbosity 0" Command="log_Verbosity 0" EditorCmd="" ToggleVar="0"/>
<Tool Title="| SaveLevelStats" Command="savelevelstats" EditorCmd="" ToggleVar="0"/>
-11
View File
@@ -1,16 +1,5 @@
ConsoleHide
g_godMode=1
sys_warnings=0
con_showonload=1
i_forcefeedback=0
g_infiniteammo=1
e_ObjectLayersActivation=0
e_ObjectLayersActivationPhysics=0
g_flashrenderingduringloading=0
sys_maxfps=0
r_vsync=0
p_max_substeps=1
demo_file=autotest
demo_num_runs=0
demo_quit=1
demo_ai=1
-10
View File
@@ -1,15 +1,5 @@
ConsoleHide
g_godMode=1
g_infiniteammo=1
r_displayinfo=1
s_profiling=1
sys_maxfps=0
e_ObjectLayersActivation=0
e_ObjectLayersActivationPhysics=0
demo_file=autotest
demo_num_runs=2
demo_quit=1
demo_savestats=1
demo_profile=-1
demo
+1 -8
View File
@@ -1,12 +1,5 @@
ConsoleHide
g_godMode=1
g_infiniteammo=1
r_displayinfo=1
s_profiling=1
sys_maxfps=0
demo_file=playthru
demo_num_runs=2
demo_quit=1
demo_savestats=1
demo_profile=-1
demo
demo
@@ -11,113 +11,16 @@
; default of this CVarGroup
= 7
sys_spec_ObjectDetail=7
sys_spec_Shading=7
sys_spec_VolumetricEffects=7
sys_spec_Shadows=7
sys_spec_Texture=7
sys_spec_Physics=7
sys_spec_PostProcessing=7
sys_spec_Particles=7
sys_spec_Sound=7
sys_spec_Water=7
sys_spec_GameEffects=7
sys_spec_light=7
[1]
sys_spec_ObjectDetail=1
sys_spec_Shading=1
sys_spec_VolumetricEffects=1
sys_spec_Shadows=1
sys_spec_Texture=1
sys_spec_Physics=1
sys_spec_PostProcessing=1
sys_spec_Particles=1
sys_spec_Sound=1
sys_spec_Water=1
sys_spec_GameEffects=1
sys_spec_light=1
[2]
sys_spec_ObjectDetail=2
sys_spec_Shading=2
sys_spec_VolumetricEffects=2
sys_spec_Shadows=2
sys_spec_Texture=2
sys_spec_Physics=2
sys_spec_PostProcessing=2
sys_spec_Particles=2
sys_spec_Sound=2
sys_spec_Water=2
sys_spec_GameEffects=2
sys_spec_light=2
[3]
sys_spec_ObjectDetail=3
sys_spec_Shading=3
sys_spec_VolumetricEffects=3
sys_spec_Shadows=3
sys_spec_Texture=3
sys_spec_Physics=3
sys_spec_PostProcessing=3
sys_spec_Particles=3
sys_spec_Sound=3
sys_spec_Water=3
sys_spec_GameEffects=3
sys_spec_light=3
[4]
sys_spec_ObjectDetail=4
sys_spec_Shading=4
sys_spec_VolumetricEffects=4
sys_spec_Shadows=4
sys_spec_Texture=4
sys_spec_Physics=4
sys_spec_PostProcessing=4
sys_spec_Particles=4
sys_spec_Sound=4
sys_spec_Water=4
sys_spec_GameEffects=4
sys_spec_light=4
[5]
sys_spec_ObjectDetail=5
sys_spec_Shading=5
sys_spec_VolumetricEffects=5
sys_spec_Shadows=5
sys_spec_Texture=5
sys_spec_Physics=5
sys_spec_PostProcessing=5
sys_spec_Particles=5
sys_spec_Sound=5
sys_spec_Water=5
sys_spec_GameEffects=5
sys_spec_light=5
[6]
sys_spec_ObjectDetail=6
sys_spec_Shading=6
sys_spec_VolumetricEffects=6
sys_spec_Shadows=6
sys_spec_Texture=6
sys_spec_Physics=6
sys_spec_PostProcessing=6
sys_spec_Particles=6
sys_spec_Sound=6
sys_spec_Water=6
sys_spec_GameEffects=6
sys_spec_light=6
[8]
sys_spec_ObjectDetail=8
sys_spec_Shading=8
sys_spec_VolumetricEffects=8
sys_spec_Shadows=8
sys_spec_Texture=8
sys_spec_Physics=8
sys_spec_PostProcessing=8
sys_spec_Particles=8
sys_spec_Sound=8
sys_spec_Water=8
sys_spec_GameEffects=8
sys_spec_light=8
@@ -1,8 +0,0 @@
[default]
; default of this CVarGroup
= 7
mfx_Timeout = 0.01
@@ -1,160 +0,0 @@
[default]
; default of this CVarGroup
= 7
ca_AttachmentCullingRation=360
es_DebrisLifetimeScale=1
e_CoverageBufferReproj=6
e_DecalsAllowGameDecals=1
e_DecalsLifeTimeScale=2
e_DecalsOverlapping=1
e_Dissolve=2
e_LightQuality=3
e_LodMin=0
e_LodRatio=20
e_MaxViewDistSpecLerp=1
e_MergedMeshesInstanceDist=1.0
e_MergedMeshesPool=8192
e_ObjQuality=3
e_OcclusionCullingViewDistRatio=1
e_ProcVegetation=1
e_StatObjBufferRenderTasks=1
e_StreamCgf=0
e_TerrainLodRatio=1
e_TerrainOcclusionCullingMaxDist=200
e_Tessellation=0
e_VegetationMinSize=0
e_ViewDistMin=10
e_ViewDistRatio=100
e_ViewDistRatioCustom=100
e_ViewDistRatioDetail=100
e_ViewDistRatioLights=50
e_ViewDistRatioVegetation=100
r_DrawNearZRange=0.12
r_FlaresTessellationRatio=1
r_SilhouettePOM=0
r_usezpass=2
[1]
ca_AttachmentCullingRation=145
es_DebrisLifetimeScale=0.6
e_DecalsLifeTimeScale=1
e_Dissolve=0
e_LightQuality=1
e_LodRatio=10
e_MaxViewDistSpecLerp=0.5
e_ObjQuality=1
e_TerrainOcclusionCullingMaxDist=130
e_VegetationMinSize=0.5
e_ViewDistRatioCustom=60
e_ViewDistRatioDetail=25
e_ViewDistRatioLights=25
e_ViewDistRatioVegetation=21
r_FlaresTessellationRatio=0.25
r_usezpass=1
e_ProcVegetation=0
e_ViewDistRatio=50
[2]
ca_AttachmentCullingRation=145
es_DebrisLifetimeScale=0.6
e_DecalsLifeTimeScale=1
e_Dissolve=0
e_LightQuality=2
e_LodRatio=10
e_MaxViewDistSpecLerp=0.5
e_ObjQuality=2
e_TerrainOcclusionCullingMaxDist=130
e_VegetationMinSize=0.5
e_ViewDistRatioCustom=60
e_ViewDistRatioDetail=25
e_ViewDistRatioLights=25
e_ViewDistRatioVegetation=50
r_FlaresTessellationRatio=0.25
r_usezpass=1
e_ProcVegetation=1
e_ViewDistRatio=50
[3]
ca_AttachmentCullingRation=145
es_DebrisLifetimeScale=0.6
e_DecalsLifeTimeScale=1
e_Dissolve=0
e_LightQuality=3
e_LodRatio=10
e_MaxViewDistSpecLerp=0.5
e_ObjQuality=3
e_TerrainOcclusionCullingMaxDist=130
e_VegetationMinSize=0.5
e_ViewDistRatioCustom=60
e_ViewDistRatioDetail=25
e_ViewDistRatioLights=25
e_ViewDistRatioVegetation=50
r_FlaresTessellationRatio=0.25
r_usezpass=1
e_ProcVegetation=1
e_ViewDistRatio=75
[4]
ca_AttachmentCullingRation=145
es_DebrisLifetimeScale=0.6
e_DecalsLifeTimeScale=1
e_Dissolve=0
e_LightQuality=4
e_LodRatio=10
e_MaxViewDistSpecLerp=0.5
e_ObjQuality=4
e_TerrainOcclusionCullingMaxDist=130
e_VegetationMinSize=0.5
e_ViewDistRatioCustom=60
e_ViewDistRatioDetail=25
e_ViewDistRatioLights=25
e_ViewDistRatioVegetation=50
r_FlaresTessellationRatio=0.25
r_usezpass=1
e_ProcVegetation=1
e_ViewDistRatio=75
[5]
ca_AttachmentCullingRation=145
es_DebrisLifetimeScale=0.6
e_DecalsLifeTimeScale=1
e_LightQuality=1
e_LodRatio=10
e_MaxViewDistSpecLerp=0.5
e_ObjQuality=1
e_TerrainOcclusionCullingMaxDist=130
e_VegetationMinSize=0.5
e_ViewDistRatio=50
e_ViewDistRatioCustom=60
e_ViewDistRatioDetail=25
e_ViewDistRatioLights=25
e_ViewDistRatioVegetation=50
r_FlaresTessellationRatio=0.25
[6]
ca_AttachmentCullingRation=300
es_DebrisLifetimeScale=0.8
e_LightQuality=2
e_LodRatio=15
e_ObjQuality=2
e_ViewDistRatio=75
e_ViewDistRatioDetail=35
e_ViewDistRatioVegetation=75
[8]
ca_AttachmentCullingRation=400
e_LightQuality=4
e_LodRatio=40
e_MergedMeshesInstanceDist=2.0
e_MergedMeshesPool=16384
e_ObjQuality=4
e_TerrainLodRatio=0.5
e_Tessellation=1
e_ViewDistRatio=125
e_ViewDistRatioCustom=125
e_ViewDistRatioDetail=125
e_ViewDistRatioLights=75
e_ViewDistRatioVegetation=125
r_DrawNearZRange = 0.08
r_SilhouettePOM=1
@@ -1,94 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_ParticlesGI=1
e_ParticlesPreload=0
e_ParticlesMaxScreenFill=128
e_ParticlesMinDrawPixels=1
e_ParticlesMotionBlur=0
e_ParticlesObjectCollisions=2
e_ParticlesQuality=3
e_ParticlesSortQuality=0
e_ParticlesPoolSize=16384
r_ParticlesHalfRes=0
r_ParticlesTessellation=1
r_ParticlesInstanceVertices=1
r_ParticlesGpuMaxEmitCount=10000
[1]
e_ParticlesGI=0
e_ParticlesPreload=1
e_ParticlesMaxScreenFill=16
e_ParticlesMinDrawPixels=2
e_ParticlesObjectCollisions=1
e_ParticlesQuality=2
e_ParticlesPoolSize=4096
r_ParticlesHalfRes=1
r_ParticlesTessellation=0
r_ParticlesInstanceVertices=0
r_ParticlesGpuMaxEmitCount=10
[2]
e_ParticlesGI=0
e_ParticlesPreload=1
e_ParticlesMaxScreenFill=16
e_ParticlesMinDrawPixels=2
e_ParticlesObjectCollisions=1
e_ParticlesQuality=2
e_ParticlesPoolSize=4096
r_ParticlesHalfRes=1
r_ParticlesTessellation=0
r_ParticlesInstanceVertices=0
r_ParticlesGpuMaxEmitCount=100
[3]
e_ParticlesGI=0
e_ParticlesPreload=1
e_ParticlesMaxScreenFill=16
e_ParticlesMinDrawPixels=2
e_ParticlesObjectCollisions=1
e_ParticlesQuality=2
e_ParticlesPoolSize=4096
r_ParticlesHalfRes=1
r_ParticlesTessellation=0
r_ParticlesInstanceVertices=0
r_ParticlesGpuMaxEmitCount=500
[4]
e_ParticlesGI=0
e_ParticlesPreload=1
e_ParticlesMaxScreenFill=16
e_ParticlesMinDrawPixels=2
e_ParticlesObjectCollisions=1
e_ParticlesQuality=2
e_ParticlesPoolSize=4096
r_ParticlesHalfRes=1
r_ParticlesTessellation=0
r_ParticlesInstanceVertices=0
r_ParticlesGpuMaxEmitCount=1000
[5]
e_ParticlesMaxScreenFill=32
e_ParticlesMinDrawPixels=1.5
e_ParticlesObjectCollisions=1
e_ParticlesQuality=1
r_ParticlesHalfRes=1
r_ParticlesTessellation=0
r_ParticlesGpuMaxEmitCount=3000
[6]
e_ParticlesMaxScreenFill=64
e_ParticlesObjectCollisions=1
e_ParticlesQuality=2
r_ParticlesGpuMaxEmitCount=5000
[8]
e_ParticlesMaxScreenFill=160
e_ParticlesMotionBlur=1
e_ParticlesQuality=4
r_ParticlesGpuMaxEmitCount=1048576
@@ -1,100 +0,0 @@
[default]
; default of this CVarGroup
= 7
es_MaxPhysDist=100
es_MaxPhysDistInvisible=25
e_CullVegActivation=50
e_FoliageWindActivationDist=25
e_PhysMinCellSize=4
e_PhysOceanCell=0.5
e_PhysProxyTriLimit=10000
g_breakage_mem_limit=0
g_breakage_particles_limit=160
g_no_secondary_breaking=0
g_tree_cut_reuse_dist=0
p_gravity_z=-13
p_max_entity_cells=300000
p_max_MC_iters=6000
p_max_object_splashes=3
p_max_substeps=5
p_max_substeps_large_group=5
p_num_bodies_large_group=100
p_splash_dist0=7
p_splash_dist1=30
p_splash_force0=10
p_splash_force1=100
p_splash_vel0=4.5
p_splash_vel1=10
v_vehicle_quality=4
[1]
es_MaxPhysDistInvisible=15
e_CullVegActivation=30
e_FoliageWindActivationDist=10
e_PhysMinCellSize=16
e_PhysOceanCell=1
g_breakage_mem_limit=2000
g_breakage_particles_limit=40
g_no_secondary_breaking=1
g_tree_cut_reuse_dist=1
p_max_entity_cells=75000
p_max_MC_iters=2000
p_max_substeps=2
[2]
es_MaxPhysDistInvisible=15
e_CullVegActivation=30
e_FoliageWindActivationDist=10
e_PhysMinCellSize=16
e_PhysOceanCell=1
g_breakage_mem_limit=2000
g_breakage_particles_limit=40
g_no_secondary_breaking=1
g_tree_cut_reuse_dist=1
p_max_entity_cells=75000
p_max_MC_iters=2000
p_max_substeps=2
[3]
es_MaxPhysDistInvisible=15
e_CullVegActivation=30
e_FoliageWindActivationDist=10
e_PhysMinCellSize=16
e_PhysOceanCell=1
g_breakage_mem_limit=2000
g_breakage_particles_limit=40
g_no_secondary_breaking=1
g_tree_cut_reuse_dist=1
p_max_entity_cells=75000
p_max_MC_iters=2000
p_max_substeps=2
[4]
es_MaxPhysDistInvisible=15
e_CullVegActivation=30
e_FoliageWindActivationDist=10
e_PhysMinCellSize=16
e_PhysOceanCell=1
g_breakage_mem_limit=2000
g_breakage_particles_limit=40
g_no_secondary_breaking=1
g_tree_cut_reuse_dist=1
p_max_entity_cells=75000
p_max_MC_iters=2000
p_max_substeps=2
[5]
es_MaxPhysDist=50
es_MaxPhysDistInvisible=15
e_CullVegActivation=30
e_FoliageWindActivationDist=10
e_PhysOceanCell=1
g_breakage_particles_limit=80
g_tree_cut_reuse_dist=0.35
p_max_MC_iters=4000
p_max_substeps=2
[6]
[8]
@@ -1,114 +0,0 @@
[default]
; default of this CVarGroup
= 7
r_PostProcessEffects=1
q_ShaderHDR=2
q_ShaderPostProcess=2
r_ChromaticAberration=0
r_ColorGradingChartsCache=0
r_DepthOfField=2
r_Flares=1
r_HDRBloomQuality=2
r_MotionBlur=2
r_MotionBlurMaxViewDist=100000
r_MotionBlurQuality=1
r_MotionBlurShutterSpeed=125
r_Rain=2
r_RainMaxViewDist_Deferred=150
r_Sharpening=0
r_Snow=2
r_SunShafts=2
r_TranspDepthFixup=1
r_ToneMapTechnique=0
r_ToneMapExposureType=0
r_HDRBloom=1
r_ColorGrading=1
r_ColorSpace=0
[1]
q_ShaderHDR=1
q_ShaderPostProcess=1
r_ColorGrading=0
r_DepthOfField=0
r_Flares=0
r_HDRBloom=0
r_HDRBloomQuality=0
r_MotionBlur=0
r_MotionBlurMaxViewDist=16
r_MotionBlurQuality=0
r_Rain=1
r_RainMaxViewDist_Deferred=40
r_Snow=1
r_SunShafts=0
r_TranspDepthFixup=0
r_ToneMapTechnique=3
r_ToneMapExposureType=1
r_ColorSpace=2
[2]
q_ShaderHDR=1
q_ShaderPostProcess=1
r_ColorGradingChartsCache=4
r_DepthOfField=1
r_Flares=0
r_HDRBloomQuality=0
r_MotionBlur=0
r_MotionBlurMaxViewDist=16
r_MotionBlurQuality=0
r_Rain=1
r_RainMaxViewDist_Deferred=40
r_Snow=1
r_SunShafts=1
r_TranspDepthFixup=0
[3]
q_ShaderHDR=1
q_ShaderPostProcess=2
r_ColorGradingChartsCache=4
r_DepthOfField=1
r_HDRBloomQuality=1
r_MotionBlur=0
r_MotionBlurMaxViewDist=16
r_MotionBlurQuality=0
r_Rain=1
r_RainMaxViewDist_Deferred=40
r_Snow=1
r_SunShafts=1
r_TranspDepthFixup=0
[4]
q_ShaderHDR=1
q_ShaderPostProcess=2
r_ColorGradingChartsCache=4
r_DepthOfField=1
r_HDRBloomQuality=1
r_MotionBlur=0
r_MotionBlurMaxViewDist=16
r_MotionBlurQuality=0
r_Rain=1
r_RainMaxViewDist_Deferred=40
r_Snow=1
r_SunShafts=1
r_TranspDepthFixup=0
[5]
q_ShaderHDR=1
q_ShaderPostProcess=1
r_ColorGradingChartsCache=4
r_MotionBlurMaxViewDist=16
r_MotionBlurQuality=0
r_RainMaxViewDist_Deferred=40
r_TranspDepthFixup=0
[6]
q_ShaderHDR=1
q_ShaderPostProcess=1
r_RainMaxViewDist_Deferred=100
[8]
q_ShaderHDR=3
q_ShaderPostProcess=3
r_MotionBlurQuality=2
@@ -1,98 +0,0 @@
[default]
; default of this CVarGroup
= 7
q_ShaderGeneral=2
q_ShaderMetal=2
q_ShaderGlass=2
q_ShaderVegetation=2
q_ShaderIce=2
q_ShaderTerrain=2
q_ShaderShadow=2
q_ShaderFX=2
q_ShaderSky=2
q_Renderer=2
[1]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=1
[2]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=1
[3]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=2
[4]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=2
[5]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=1
[6]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=1
[8]
q_ShaderGeneral=3
q_ShaderMetal=3
q_ShaderGlass=3
q_ShaderVegetation=3
q_ShaderIce=3
q_ShaderTerrain=3
q_ShaderShadow=3
q_ShaderFX=3
q_ShaderSky=3
q_Renderer=3
@@ -1,120 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_CacheNearestCubePicking=1
e_DynamicLightsMaxEntityLights=16
e_GI=1
e_LightVolumes=1
e_SkyUpdateRate=1
e_TerrainAo=0
e_VegetationUseTerrainColor=1
r_DeferredShadingDepthBoundsTest=1
r_DeferredShadingTiled=2
r_DeferredShadingTiledHairQuality=1
r_deferredShadingFilterGBuffer=0
r_DeferredShadingSSS=1
r_AntialiasingMode=3
r_DetailDistance=8
r_EnvTexUpdateInterval=0.05
r_Refraction=1
r_RefractionPartialResolves=2
r_ssdo=1
r_ssdoHalfRes=2
r_ssdoColorBleeding=1
r_SSReflections=1
r_SSReflHalfRes=1
r_VisAreaClipLightsPerPixel=1
sys_spec_Quality=7
[1]
e_DynamicLightsMaxEntityLights=2
e_GI=0
e_SkyUpdateRate=0.5
e_VegetationUseTerrainColor=0
r_DeferredShadingTiled=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
r_AntialiasingMode=0
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_Refraction=0
r_RefractionPartialResolves=0
r_ssdo=0
r_ssdoHalfRes=1
r_ssdoColorBleeding=0
r_SSReflections=0
sys_spec_Quality=1
[2]
e_DynamicLightsMaxEntityLights=2
e_GI=0
e_SkyUpdateRate=0.5
e_VegetationUseTerrainColor=0
r_DeferredShadingTiled=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
r_AntialiasingMode=0
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_RefractionPartialResolves=0
r_ssdo=0
r_ssdoHalfRes=1
r_ssdoColorBleeding=0
r_SSReflections=0
sys_spec_Quality=2
[3]
e_DynamicLightsMaxEntityLights=2
e_GI=0
e_SkyUpdateRate=0.5
e_VegetationUseTerrainColor=0
r_DeferredShadingTiled=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
r_AntialiasingMode=0
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_RefractionPartialResolves=0
r_ssdo=0
r_ssdoColorBleeding=0
r_SSReflections=0
sys_spec_Quality=3
[4]
e_DynamicLightsMaxEntityLights=2
e_GI=0
e_SkyUpdateRate=0.5
e_VegetationUseTerrainColor=0
r_DeferredShadingTiled=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
r_AntialiasingMode=0
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_RefractionPartialResolves=0
r_ssdo=1
r_ssdoHalfRes=1
r_ssdoColorBleeding=0
r_SSReflections=0
sys_spec_Quality=4
[5]
e_DynamicLightsMaxEntityLights=7
e_GI=0
e_SkyUpdateRate=0.5
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_SSReflections=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
sys_spec_Quality=5
[6]
e_DynamicLightsMaxEntityLights=11
sys_spec_Quality=6
[8]
r_DeferredShadingTiledHairQuality=2
r_SSReflHalfRes=0
sys_spec_Quality=8
@@ -1,116 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_GsmLodsNum=5
e_GsmRange=3
e_ParticlesShadows=1
e_Shadows=1
e_ShadowsBlendCascades=1
e_ShadowsClouds=1
e_ShadowsCastViewDistRatio=1
e_ShadowsLodBiasFixed=0
e_ShadowsMaxTexRes=1024
e_ShadowsOnAlphaBlend=0
e_ShadowsPoolSize=4096
e_ShadowsResScale=4
e_ShadowsTessellateCascades=1
e_ShadowsTessellateDLights=0
e_ShadowsUpdateViewDistRatio=256
r_DrawNearShadows=1
r_FogShadows=2
r_FogShadowsWater=0
r_ShadowJittering=2.5
r_ShadowPoolMaxFrames=30
r_ShadowPoolMaxTimeslicedUpdatesPerFrame=100
r_ShadowsPCFiltering=1
r_ShadowsCache=4
r_ShadowsCacheFormat=1
r_ShadowsCacheResolutions=6324,4214
r_ShadowsUseClipVolume=1
e_ObjShadowCastSpec=3
[1]
e_GsmLodsNum=3
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_DrawNearShadows=0
r_FogShadows=0
r_ShadowJittering=0
r_ShadowsCacheFormat=0
r_ShadowsCacheResolutions=3162,2107
e_ObjShadowCastSpec=1
e_ShadowsPoolSize=1024
[2]
e_GsmLodsNum=4
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_DrawNearShadows=0
r_FogShadows=0
r_ShadowJittering=0
r_ShadowsCacheFormat=0
r_ShadowsCacheResolutions=3162,2107
e_ObjShadowCastSpec=1
e_ShadowsPoolSize=1024
[3]
e_GsmLodsNum=4
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_DrawNearShadows=0
r_FogShadows=0
r_ShadowJittering=0
r_ShadowsCacheFormat=0
r_ShadowsCacheResolutions=3162,2107
e_ObjShadowCastSpec=1
e_ShadowsPoolSize=1024
[4]
e_GsmLodsNum=4
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_DrawNearShadows=0
r_FogShadows=0
r_ShadowJittering=0
r_ShadowsCacheFormat=0
r_ShadowsCacheResolutions=3162,2107
e_ObjShadowCastSpec=1
e_ShadowsPoolSize=1024
[5]
e_GsmLodsNum=4
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_FogShadows=0
r_ShadowJittering=1
e_ObjShadowCastSpec=1
r_ShadowsCacheResolutions=3162,2107
[6]
r_ShadowJittering=1
e_ObjShadowCastSpec=2
[8]
r_FogShadows=1
r_FogShadowsWater=1
r_ShadowPoolMaxFrames=0
r_ShadowPoolMaxTimeslicedUpdatesPerFrame=100
e_ObjShadowCastSpec=4
r_ShadowsCache=5
r_ShadowsCacheResolutions=4214
@@ -1,17 +0,0 @@
[default]
; default of this CVarGroup
= 7
[1]
[2]
[3]
[4]
[5]
[6]
[8]
@@ -1,94 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_TerrainTextureStreamingPoolItemsNum=64
r_DynTexAtlasCloudsMaxSize=32
r_DynTexAtlasSpritesMaxSize=32
r_DynTexMaxSize=80
r_EnvCMResolution=2
r_EnvTexResolution=3
r_ImposterRatio=1
r_TexAtlasSize=2048
r_TexMaxAnisotropy=4
r_TexMinAnisotropy=4
r_TexNoAnisoAlphaTest=0
[1]
e_TerrainTextureStreamingPoolItemsNum=16
r_DynTexAtlasCloudsMaxSize=8
r_DynTexAtlasSpritesMaxSize=8
r_DynTexMaxSize=20
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[2]
e_TerrainTextureStreamingPoolItemsNum=16
r_DynTexAtlasCloudsMaxSize=8
r_DynTexAtlasSpritesMaxSize=8
r_DynTexMaxSize=20
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[3]
e_TerrainTextureStreamingPoolItemsNum=16
r_DynTexAtlasCloudsMaxSize=8
r_DynTexAtlasSpritesMaxSize=8
r_DynTexMaxSize=20
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[4]
e_TerrainTextureStreamingPoolItemsNum=16
r_DynTexAtlasCloudsMaxSize=8
r_DynTexAtlasSpritesMaxSize=8
r_DynTexMaxSize=20
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[5]
r_DynTexAtlasCloudsMaxSize=24
r_DynTexAtlasSpritesMaxSize=16
r_DynTexMaxSize=50
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[6]
r_DynTexAtlasCloudsMaxSize=24
r_DynTexAtlasSpritesMaxSize=16
r_DynTexMaxSize=60
r_EnvCMResolution=1
r_EnvTexResolution=2
r_ImposterRatio=1.5
r_TexMaxAnisotropy=8
r_TexMinAnisotropy=8
r_TexNoAnisoAlphaTest=1
[8]
r_TexMaxAnisotropy=16
r_TexMinAnisotropy=16
@@ -1,52 +0,0 @@
[default]
; dummy default for this CVarGroup (will be auto initialized during streaming system init or overridden by user via system.cfg)
= 0
; VRAM 1.0 GB
r_TexturesStreaming=1
r_TexturesStreamingMipBias=0
r_TexturesstreamingMinUsableMips=8
r_TexturesStreamingSkipMips=2
r_TexturesStreamPoolSize=256
[1]
; VRAM 1.0 GB
r_TexturesStreaming=0
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=384
[2]
; VRAM 1.0 GB
r_TexturesStreaming=0
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=384
[3]
; VRAM 1.0 GB
r_TexturesStreaming=0
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=384
[4]
; VRAM 1.0 GB
r_TexturesStreaming=0
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=384
[5]
; VRAM 1.0 GB
[6]
; VRAM 1.5 GB
r_TexturesStreamingSkipMips=1
r_TexturesStreamPoolSize=512
[7]
; VRAM 2.0 GB
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=640
[8]
; VRAM 3.0 GB
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=1536
@@ -1,26 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_Clouds=1
r_Beams=1
[1]
r_Beams=0
[2]
r_Beams=0
[3]
r_Beams=0
[4]
r_Beams=0
[5]
r_Beams=0
[6]
r_Beams=0
[8]
@@ -1,81 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_WaterOceanFFT=1
e_WaterTessellationAmount=10
e_WaterTessellationSwathWidth=10
q_ShaderWater=2
r_WaterCaustics=1
r_WaterReflections=1
r_WaterReflectionsQuality=4
r_WaterReflectionsMinVisiblePixelsUpdate=0.05
r_WaterTessellationHW=0
r_WaterUpdateDistance=0.2
r_WaterUpdateFactor=0.0
r_WaterVolumeCaustics=0
r_WaterVolumeCausticsDensity=256
r_WaterVolumeCausticsMaxDist=35
r_WaterVolumeCausticsRes=1024
r_WaterVolumeCausticsSnapFactor=1
[1]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterReflectionsQuality=0
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.1
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[2]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterReflectionsQuality=0
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.1
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[3]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterReflectionsQuality=0
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.05
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[4]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterReflectionsQuality=4
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.01
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[5]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.1
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[6]
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.05
r_WaterVolumeCausticsDensity=128
r_WaterVolumeCausticsMaxDist=25
r_WaterVolumeCausticsRes=512
[8]
e_WaterTessellationAmount=85
r_WaterTessellationHW=1
r_WaterVolumeCaustics=1
-3
View File
@@ -1,4 +1 @@
ai_DebugDraw = 1
ai_DebugDrawNavigation = 1
ai_DrawPath all
ai_debugMNMAgentType MediumSizedCharacters
+1 -13
View File
@@ -1,7 +1,6 @@
; Setup useful cvars for artists profiling GPU cost
; Once in level (e.g. map c3mp_rooftop_gardens from the frontend/cmdline), in the console:
; exec artprof.cfg
; Be sure also to set r_shadersAsyncActivation=0 in your user.cfg (or copy artprof_user.cfg -> user.cfg)
; used to allow loading of loose shaders
sys_pakPriority=0
@@ -9,19 +8,8 @@ sys_pakPriority=0
; because it's annoying and not relevant for artists
sys_pakLogInvalidFileAccess=0
; disable fog volumes and particles as they can be misleading with r_measureOverdraw 4
e_fogVolumes=0
e_particles=0
; for convenience
g_infiniteSuitEnergy=1
g_infiniteAmmo=1
g_timelimit=0
bind o "r_measureOverdraw 0"
bind p "r_measureOverdraw 4"
bind k "r_artProfile 0"
bind l "r_artProfile 1"
; loading into an MP level with the map command stops you looking up and down unless you have a weapon
i_giveitem scar
-3
View File
@@ -1,6 +1,3 @@
; disable async shader activation as it crashes when r_shadersAllowCompilation=1
r_shadersAsyncActivation=0
; enable shader compiliation for r_measureOverdraw 4
r_shadersAllowCompilation=1
-10
View File
@@ -1,13 +1,3 @@
demo_restart_level = 2
g_godMode=1
g_infiniteammo=1
r_displayinfo=1
demo_file = autotest
demo_ai = 1
demo_num_runs = 4
demo_quit = 1
hud_startPaused=0
sys_maxfps=0
e_ObjectLayersActivation=0
sys_flash = 0
r_vsync = 0
+1 -11
View File
@@ -1,13 +1,3 @@
demo_restart_level = 1
g_godMode = 1
g_infiniteammo = 1
r_displayinfo = 2
demo_file = timedemo_short
demo_ai = 0
demo_num_runs = 2
demo_quit = 1
-- hud_startPaused = 0
sys_maxfps = -1
-- e_ObjectLayersActivation = 0
-- sys_flash = 0
r_vsync = 0
r_vsync = 0
-6
View File
@@ -1,6 +0,0 @@
r_ColorGradingChartsCache = 0
r_waterupdateFactor = 0
r_PostProcessHUD3DCache = 0
e_gsmcache = 0
r_ConditionalRendering = 0
e_gicache = 0
-77
View File
@@ -1,77 +0,0 @@
ag_turnSpeedParamScale=0.0
aim_assistFalloffDistance=200
aim_assistInputForFullFollow_Ironsight=0.20
aim_assistMaxDistance=255
aim_assistMaxDistance_ironsight=255
aim_assistMinTurnScale=0.5
aim_assistMinTurnScale_ironsight=0.5
aim_assistSlowDisableDistance=255
aim_assistSlowFalloffStartDistance=200
aim_assistSlowThresholdOuter=2.5
aim_assiststrength=0.7
aim_assiststrength_ironsight=0.75
br_breakmaxworldsize=511
cl_sensitivityControllerMP=0.6
cl_shallowWaterSpeedMulPlayer=1.0
controller_multiplier_x=3
controller_multiplier_z=4
g_actorViewDistRatio=255
-- This forces broken trees to have spherical inertia, which makes them harder to rotate around their vertical axis.
g_breakageMinAxisInertia=1.0
g_glassAutoShatterMinArea=0.5
g_distanceForceNoIk=35
g_fpDbaManagementEnable=0
g_godMode=0
g_highlightingMaxDistanceToHighlightSquared=625
g_hitDeathReactions_streaming=2
g_mp_as_DefendersMaxHealth=150
g_multiplayerDefault=1
-- Overriden in GameSDK\Difficulty\*.cfg
g_playerLowHealthThreshold=20
g_playerMidHealthThreshold=60
g_spawn_vistable_numLineTestsPerFrame=3
g_telemetryConfig="MP"
g_telemetrySampleRateBandwidth=3
g_telemetrySampleRateMemory=2
g_telemetrySampleRatePerformance=1
g_VTOLInsideBoundsScaleX=0.6
g_VTOLInsideBoundsScaleY=1
net_breakage_sync_entities=0
net_enable_tfrc=0
net_log=1
-- Make consoles match the PC gravity
p_gravity_z="-13"
-- Sanity check for physics RepositionEntity
p_max_entity_cells=10000
pl_impulseEnabled=1
pl_jump_maxTimerValue=0.0
pl_jump_quickPressThresh=0.12
pl_melee.angle_limit_from_behind=70
pl_melee.impulses_enable=1
pl_melee.melee_snap_angle_limit=45
pl_melee.melee_snap_end_position_range=1.5
pl_melee.melee_snap_move_speed_multiplier=10
pl_melee.melee_snap_target_select_range=3.5
pl_melee.mp_knockback_strength_hor=2
pl_melee.mp_melee_system=1
pl_melee.mp_victim_screenfx_blendout_duration=0.25
pl_melee.mp_victim_screenfx_duration=0.1
pl_nanovision_timetodrain=8
pl_nanovision_timetorecharge=16
pl_pickAndThrow.chargedThrowAutoAimConeSize=10
pl_pickAndThrow.complexMelee_snap_angle_limit=25
pl_sliding_control_mp.deceleration_speed=4
pl_sliding_control_mp.max_downhill_acceleration=15
pl_sliding_control_mp.min_speed=4
pl_sliding_control_mp.min_speed_threshold=5
pl_stealthKill_aimVsSpineLerp=0.65
pl_stealthKill_useExtendedRange=1
p_splash_vel0=0.5
sv_bandwidth=2147483647
@@ -1,29 +0,0 @@
e_GI=0
r_DeferredShadingIndexedAmbient=0
e_ParticlesObjectCollisions=0
g_distanceForceNoLegRaycasts=0.00001
g_telemetryDisplaySessionId=1
g_breakageNoDebrisCollisions=1
; Breakage throttling
; These are explained in ActionGame.cpp
;
g_glassAutoShatterOnExplosions=1
g_glassNoDecals=1
g_glassMaxPanesToBreakPerFrame=2
g_breakageTreeMax=100
g_breakageTreeInc=101
g_breakageTreeDec=25
g_breakageTreeIncGlass=51
sys_PakInMemoryPakSizeLimit=25
r_TexturesStreamPoolSecondarySize=35
r_MotionBlur=1
e_CoverageBufferReproj=2
osm_enabled = 1
g_waterHitOnly = 1
p_max_object_splashes=1
-60
View File
@@ -1,63 +1,3 @@
-- added this lines for proper 360 deg panorama renderings
e_ScreenShotFileFormat = jpg
demo_fixed_timestep = 60
s_SoundEnable = 0
r_DisplayInfo = 0
e_PanoramaScreenShotHeight = 720
e_PanoramaScreenShotWidth = 10053
c_shakeMult = 0
demo_ai = 1
r_MotionBlur = 0
-- enables full water reflection
-- e_DebugMask = 2 -- e_DebugMask not allowed here
-- set weapong lighting effect to 0 to prevent flickering bug because of too much dynamic lights in the scene
sys_spec = 2
r_WaterRefractions = 1
r_WaterReflections = 1
r_WaterUpdateFactor = 0.01
r_WaterReflections_ForceParticles = 0
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_EnvTexUpdateInterval = 0.05
e_Decals = 1
e_DecalsLifeTimeScale = 2
ca_EnableDecals = 1
e_LodRatio = 10
e_ViewDistRatio = 55
e_Lods = 1
e_VegetationMinSize = 0
r_CloudsUpdateAlways = 0
e_DynamicLightsMaxEntityLights = 3
r_DepthOfField = 1
--r_MotionBlur = 1
r_Flares = 1
r_checkSunVis = 1
r_Coronas = 1
r_CoronaFade = 0.1625
r_UseEdgeAA = 1
e_Clouds = 1
r_TexResolution = 0
r_TexBumpResolution = 0
r_DetailTextures = 1
r_DetailNumLayers = 1
r_DetailDistance = 8
e_ParticlesLod = 0.9
r_ShadowBlur = 3
e_ShadowsMaxTexRes = 1024
r_ShadowJittering = 1
e_Shadows = 1
e_VegetationBending = 1
ai_UpdateAllAlways = 1
r_refraction = 1
r_sunshafts = 1
r_ImposterRatio = 1
-15
View File
@@ -1,15 +0,0 @@
ai_CompatibilityMode=crysis2
ai_BurstWhileMovingDestinationRange=9999.0
g_telemetryConfig=SP
net_inactivitytimeout=3600
net_inactivitytimeoutDevmode=3600
pl_movement.nonCombat_heavy_weapon_speed_scale=1.0
-- BLM - Don't override game rules. The template project only has DummyRules.
-- Furthermore, multiplayer.cfg doesn't set sv_gamerules, so the inconsistency
-- is likely to create bugs.
--sv_gamerules=SinglePlayer
ca_StreamCHR=1
-24
View File
@@ -1,24 +0,0 @@
r_UseZPass = 1
r_GeomInstancing = 1
e_Fog = 1
e_Clouds = 1
e_Decals = 1
e_TerrainDetailMaterials = 1
e_Dissolve = 1
e_TerrainAo = 1
r_WaterReflections = 1
e_Shadows = 1
e_VegetationBending = 1
r_PostProcessEffects = 1
r_Flares = 1
r_Beams = 1
r_Glow = 1
r_DetailTextures = 1
r_refraction = 1
r_sunshafts = 1
-24
View File
@@ -1,24 +0,0 @@
r_UseZPass = 0
r_GeomInstancing = 0
e_Fog = 0
e_Clouds = 0
e_Decals = 0
e_TerrainDetailMaterials = 0
e_Dissolve = 0
e_TerrainAo = 0
r_WaterReflections = 0
e_Shadows = 0
e_VegetationBending = 0
r_PostProcessEffects = 0
r_Flares = 0
r_Beams = 0
r_Glow = 0
r_DetailTextures = 0
r_refraction = 0
r_sunshafts = 0
@@ -1,76 +1,8 @@
sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Disable gmem for this device because it causes a crash
r_EnableGMEMPath=0
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=1
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
e_ViewDistRatioVegetation=21
------------------------
-- sys_spec_postprocessing
------------------------
r_HDRBloom=0
r_SunShafts=0
r_ToneMapTechnique=3
r_ToneMapExposureType=1
r_ColorSpace=2
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=7
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,65 +1,7 @@
sys_spec_Full=3
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=2
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,61 +1,8 @@
sys_spec_Full=3
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Disabling gmem for this configuration
r_EnableGMEMPath=0
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
-69
View File
@@ -1,76 +1,7 @@
sys_spec_Full=1
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=0
e_CheckOcclusion=1
r_Fur=0
-- Water occlusion queries crash in some OpenGL ES 3.0 devices
e_HwOcclusionCullingWater = 0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=6
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
r_ClearGMEMGBuffer=1
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,81 +1,7 @@
sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=1
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
e_ViewDistRatioVegetation=21
------------------------
-- sys_spec_postprocessing
------------------------
r_HDRBloom=0
r_SunShafts=0
r_ToneMapExposureType=1
r_ColorSpace=2
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=7
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,60 +1,5 @@
sys_spec_Full=4
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
-90
View File
@@ -1,100 +1,10 @@
sys_spec_Full=3
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=2048
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
-93
View File
@@ -1,103 +1,10 @@
sys_spec_Full=1
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
-91
View File
@@ -1,101 +1,10 @@
sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,102 +1,10 @@
sys_spec_Full=4
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=2048
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,38 +0,0 @@
sys_spec_Full=7
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI = 0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
@@ -1,37 +0,0 @@
sys_spec_Full=5
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI=0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
@@ -1,37 +0,0 @@
sys_spec_Full=6
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI = 0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
@@ -1,37 +0,0 @@
sys_spec_Full=8
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI = 0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-1
View File
@@ -1 +0,0 @@
sys_spec_Full = 7
-1
View File
@@ -1 +0,0 @@
sys_spec_Full = 5
-1
View File
@@ -1 +0,0 @@
sys_spec_Full = 6
@@ -1 +0,0 @@
sys_spec_Full = 8
-9
View File
@@ -1,12 +1,3 @@
profile=-1
profile_allthreads=1
i_forcefeedback=0
g_godmode=1
log_verbosity=-1
sys_pakLogInvalidFileAccess=1
e_StatoscopeDataGroups=fgmrtudlipny
e_StatoscopeFilenameUseBuildInfo=0
e_StatoscopeFilenameUseMap=1
e_StatoscopeMinFuncLengthMs=0.1
e_StatoscopeMaxNumFuncsPerFrame=60
e_StatoscopeScreenshotCapturePeriod=5
-26
View File
@@ -3,39 +3,13 @@
-----------------------------------------------
r_width = 960
r_height = 1080
r_backbufferWidth = 1920
r_backbufferHeight = 1080
-------------------------------------------
-- Set the system Spec (Medium)
-------------------------------------------
sys_spec = 2
-------------------------------------------
-- HMD related
-------------------------------------------
r_overrideDXGIoutput = 0
r_stereodevice = 100
r_stereomode = 1
r_stereooutput = 7
r_minimizeLatency = 1
hmd_low_persistence = 1
r_stereoScaleCoefficient = 1
-------------------------------------------
-- Set some video optimisations
-------------------------------------------
r_vsync = 0
r_MotionBlur = 0
r_ssdoHalfRes = 3
r_Refraction = 0
r_DeferredShadingTiled = 0
r_CBufferUseNativeDepth = 0
-------------------------------------------
-- Hide the hud
-------------------------------------------
--hud_hide = 1
@@ -1 +0,0 @@
/autooptimizefile=0 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /dns=1 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /dns=1 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /dns=1 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /dns=1 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /dns=1 /preset=Uncompressed
@@ -1 +0,0 @@
/autooptimizefile=0 /dns=1 /preset=Uncompressed
-152
View File
@@ -48,22 +48,6 @@
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/perfhud_pc.xml" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{6C3531BB-4A37-515B-86F6-4FC3A9ABEF9F}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/sketch_off.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{EA424FC8-20C9-51D3-A4DD-08DA8B7F7FB3}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/sketch_on.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{34B60E74-28FA-57C4-9A2E-77515A083AC5}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
@@ -432,110 +416,6 @@
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_full.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{8A877B20-8B7D-5F61-93C9-FD02CB856165}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_gameeffects.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{5D7C3B35-E171-5A4B-8C36-1D22B3F7636F}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_objectdetail.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{8EAED4CA-6E4B-5F11-94E9-F4FB39E966C4}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_particles.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{437E9B76-BFC3-57AB-9993-9C249EEAEF97}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_physics.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{35B8614B-F080-5BE4-AD78-23F24E104C72}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_postprocessing.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{9CC310DD-0D00-555D-99A7-D339DF0E2A73}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_quality.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{2BD0EFEF-9DA5-5F48-B579-C500CA0D42AB}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_shading.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{979A2D8D-79B9-57E8-9250-A981538FA893}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_shadows.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{90964883-E22A-5D57-86FC-86571AD213BE}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_sound.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{89BEF8A4-AA05-5339-B4DE-C475541FD532}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_texture.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{15CBF6A7-1107-55A9-A173-2F7AD1329589}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_textureresolution.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{4CD3711E-09EE-5F91-8688-FB523F350C43}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_volumetriceffects.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{F316DFFF-ABA2-5145-A637-2BBA2C86E7A0}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_water.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{FD38C182-1AFC-514C-99E5-BB1AB60C4A31}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
@@ -616,38 +496,6 @@
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/ios_veryhigh.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{B9622C57-85C2-5C68-AFB8-35AA0D65FEC7}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_high.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{E79532D9-BE8F-5969-B672-A2E8030578B9}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_low.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{4B05219C-0D19-5A04-B029-8417CE06A243}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_medium.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{C0F09A4E-A77A-5FFF-B1ED-DDB37DED623C}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_veryhigh.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{B632E8B1-884A-5A65-BC01-D85F0FED1266}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
@@ -1 +0,0 @@
/autooptimizefile=0 /mipmaps=0 /preset=Albedo /reduce=-1 /ser=1
@@ -1 +0,0 @@
/autooptimizefile=0 /preset=AlbedoWithGenericAlpha /reduce="android:2,ios:2,mac:0,pc:0,provo:0"
@@ -1 +0,0 @@
/autooptimizefile=0 /preset=Albedo /reduce="android:3,ios:3,mac:0,pc:0,provo:0"
@@ -54,6 +54,30 @@ def get_mesh_node_names(sceneGraph):
return meshDataList, paths
def add_material_component(entity_id):
# Create an override AZ::Render::EditorMaterialComponent
editor_material_component = azlmbr.entity.EntityUtilityBus(
azlmbr.bus.Broadcast,
"GetOrAddComponentByTypeName",
entity_id,
"EditorMaterialComponent")
# this fills out the material asset to a known product AZMaterial asset relative path
json_update = json.dumps({
"Controller": { "Configuration": { "materials": [
{
"Key": {},
"Value": { "MaterialAsset":{
"assetHint": "materials/basic_grey.azmaterial"
}}
}]
}}
});
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_material_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity for editor_material_component failed")
def update_manifest(scene):
import json
import uuid, os
@@ -74,6 +98,8 @@ def update_manifest(scene):
source_filename_only = os.path.basename(clean_filename)
created_entities = []
previous_entity_id = azlmbr.entity.InvalidEntityId
first_mesh = True
# Loop every mesh node in the scene
for activeMeshIndex in range(len(mesh_name_list)):
@@ -102,14 +128,38 @@ def update_manifest(scene):
# The MeshGroup we created will be output as a product in the asset's path named mesh_group_name.azmodel
# The assetHint will be converted to an AssetId later during prefab loading
json_update = json.dumps({
"Controller": { "Configuration": { "ModelAsset": {
"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}}
});
"Controller": { "Configuration": { "ModelAsset": {
"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}}
});
# Apply the JSON above to the component we created
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_mesh_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity failed")
raise RuntimeError("UpdateComponentForEntity failed for Mesh component")
# an example of adding a material component to override the default material
if previous_entity_id is not None and first_mesh:
first_mesh = False
add_material_component(entity_id)
# Get the transform component
transform_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0")
# Set this entity to be a child of the last entity we created
# This is just an example of how to do parenting and isn't necessarily useful to parent everything like this
if previous_entity_id is not None:
transform_json = json.dumps({
"Parent Entity" : previous_entity_id.to_json()
});
# Apply the JSON update
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, transform_component, transform_json)
if not result:
raise RuntimeError("UpdateComponentForEntity failed for Transform component")
# Update the last entity id for next time
previous_entity_id = entity_id
# Keep track of the entity we set up, we'll add them all to the prefab we're creating later
created_entities.append(entity_id)
@@ -147,6 +197,8 @@ def on_update_manifest(args):
except RuntimeError as err:
print (f'ERROR - {err}')
log_exception_traceback()
except:
log_exception_traceback()
global sceneJobHandler
sceneJobHandler = None
@@ -54,4 +54,5 @@ set(ENABLED_GEMS
AWSMetrics
PrefabBuilder
AudioSystem
Profiler
)
@@ -204,7 +204,7 @@ namespace PythonCoverage
return coveringModuleOutputNames;
}
void PythonCoverageEditorSystemComponent::OnStartExecuteByFilenameAsTest(AZStd::string_view filename, AZStd::string_view testCase, [[maybe_unused]] const AZStd::vector<AZStd::string_view>& args)
void PythonCoverageEditorSystemComponent::OnStartExecuteByFilenameAsTest([[maybe_unused]]AZStd::string_view filename, AZStd::string_view testCase, [[maybe_unused]] const AZStd::vector<AZStd::string_view>& args)
{
if (m_coverageState == CoverageState::Disabled)
{
@@ -226,8 +226,7 @@ namespace PythonCoverage
return;
}
const AZStd::string scriptName = AZ::IO::Path(filename).Stem().Native();
const auto coverageFile = m_coverageDir / AZStd::string::format("%s.pycoverage", scriptName.c_str());
const auto coverageFile = m_coverageDir / AZStd::string::format("%.*s.pycoverage", AZ_STRING_ARG(testCase));
// If this is a different python script we clear the existing entity components and start afresh
if (m_coverageFile != coverageFile)
@@ -8,11 +8,14 @@
## Deploy CDK Applications
1. Go to the AWS IAM console and create an IAM role called o3de-automation-tests which adds your own account as as a trusted entity and uses the "AdministratorAccess" permissions policy.
2. Copy {engine_root}\scripts\build\Platform\Windows\deploy_cdk_applications.cmd to your engine root folder.
3. Open a new Command Prompt window at the engine root and set the following environment variables:
3. Open a new Command Prompt window at the engine root and set the following environment variables:
```
Set O3DE_AWS_PROJECT_NAME=AWSAUTO
Set O3DE_AWS_DEPLOY_REGION=us-east-1
Set O3DE_AWS_DEPLOY_ACCOUNT={your_aws_account_id}
Set ASSUME_ROLE_ARN=arn:aws:iam::{your_aws_account_id}:role/o3de-automation-tests
Set COMMIT_ID=HEAD
```
4. In the same Command Prompt window, Deploy the CDK applications for AWS gems by running deploy_cdk_applications.cmd.
## Run Automation Tests
@@ -6,12 +6,7 @@
#
#
################################################################################
# Atom Renderer: Automated Tests
# Runs EditorPythonBindings (hydra) scripts inside the Editor to verify test results for the Atom renderer.
################################################################################
if(PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_BUILD_TESTS_SUPPORTED AND AutomatedTesting IN_LIST LY_PROJECTS)
if(PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_BUILD_TESTS_SUPPORTED)
ly_add_pytest(
NAME AutomatedTesting::Atom_TestSuite_Main
TEST_SUITE main
@@ -3,8 +3,6 @@ Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
Main suite tests for the Atom renderer.
"""
import logging
import os
@@ -25,20 +23,20 @@ TEST_DIRECTORY = os.path.join(os.path.dirname(__file__), "tests")
class TestAtomEditorComponentsMain(object):
"""Holds tests for Atom components."""
@pytest.mark.test_case_id("C32078118") # Decal
@pytest.mark.test_case_id("C32078119") # DepthOfField
@pytest.mark.test_case_id("C32078120") # Directional Light
@pytest.mark.test_case_id("C32078121") # Exposure Control
@pytest.mark.test_case_id("C32078115") # Global Skylight (IBL)
@pytest.mark.test_case_id("C32078125") # Physical Sky
@pytest.mark.test_case_id("C32078127") # PostFX Layer
@pytest.mark.test_case_id("C32078131") # PostFX Radius Weight Modifier
@pytest.mark.test_case_id("C32078117") # Light
@pytest.mark.test_case_id("C36525660") # Display Mapper
def test_AtomEditorComponents_AddedToEntity(self, request, editor, level, workspace, project, launcher_platform):
"""
Please review the hydra script run by this test for more specific test info.
Tests the following Atom components and verifies all "expected_lines" appear in Editor.log:
1. Display Mapper
2. Light
3. PostFX Radius Weight Modifier
4. PostFX Layer
5. Physical Sky
6. Global Skylight (IBL)
7. Exposure Control
8. Directional Light
9. DepthOfField
10. Decal
Tests the Atom components & verifies all "expected_lines" appear in Editor.log
"""
cfg_args = [level]
@@ -71,6 +69,18 @@ class TestAtomEditorComponentsMain(object):
"DepthOfField_test: Entity deleted: True",
"DepthOfField_test: UNDO entity deletion works: True",
"DepthOfField_test: REDO entity deletion works: True",
# Directional Light Component
"Directional Light Entity successfully created",
"Directional Light_test: Component added to the entity: True",
"Directional Light_test: Component removed after UNDO: True",
"Directional Light_test: Component added after REDO: True",
"Directional Light_test: Entered game mode: True",
"Directional Light_test: Exit game mode: True",
"Directional Light_test: Entity is hidden: True",
"Directional Light_test: Entity is shown: True",
"Directional Light_test: Entity deleted: True",
"Directional Light_test: UNDO entity deletion works: True",
"Directional Light_test: REDO entity deletion works: True",
# Exposure Control Component
"Exposure Control Entity successfully created",
"Exposure Control_test: Component added to the entity: True",
@@ -161,21 +171,6 @@ class TestAtomEditorComponentsMain(object):
"Display Mapper_test: Entity deleted: True",
"Display Mapper_test: UNDO entity deletion works: True",
"Display Mapper_test: REDO entity deletion works: True",
# Reflection Probe Component
"Reflection Probe Entity successfully created",
"Reflection Probe_test: Component added to the entity: True",
"Reflection Probe_test: Component removed after UNDO: True",
"Reflection Probe_test: Component added after REDO: True",
"Reflection Probe_test: Entered game mode: True",
"Reflection Probe_test: Exit game mode: True",
"Reflection Probe_test: Entity disabled initially: True",
"Reflection Probe_test: Entity enabled after adding required components: True",
"Reflection Probe_test: Cubemap is generated: True",
"Reflection Probe_test: Entity is hidden: True",
"Reflection Probe_test: Entity is shown: True",
"Reflection Probe_test: Entity deleted: True",
"Reflection Probe_test: UNDO entity deletion works: True",
"Reflection Probe_test: REDO entity deletion works: True",
]
unexpected_lines = [
@@ -197,6 +192,7 @@ class TestAtomEditorComponentsMain(object):
cfg_args=cfg_args,
)
@pytest.mark.test_case_id("C34525095")
def test_AtomEditorComponents_LightComponent(
self, request, editor, workspace, project, launcher_platform, level):
"""
@@ -257,64 +253,3 @@ class TestAtomEditorComponentsMain(object):
)
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@pytest.mark.parametrize("launcher_platform", ['windows_generic'])
@pytest.mark.system
class TestMaterialEditorBasicTests(object):
@pytest.fixture(autouse=True)
def setup_teardown(self, request, workspace, project):
def delete_files():
file_system.delete(
[
os.path.join(workspace.paths.project(), "Materials", "test_material.material"),
os.path.join(workspace.paths.project(), "Materials", "test_material_1.material"),
os.path.join(workspace.paths.project(), "Materials", "test_material_2.material"),
],
True,
True,
)
# Cleanup our newly created materials
delete_files()
def teardown():
# Cleanup our newly created materials
delete_files()
request.addfinalizer(teardown)
@pytest.mark.parametrize("exe_file_name", ["MaterialEditor"])
def test_MaterialEditorBasicTests(
self, request, workspace, project, launcher_platform, generic_launcher, exe_file_name):
expected_lines = [
"Material opened: True",
"Test asset doesn't exist initially: True",
"New asset created: True",
"New Material opened: True",
"Material closed: True",
"All documents closed: True",
"Close All Except Selected worked as expected: True",
"Actual Document saved with changes: True",
"Document saved as copy is saved with changes: True",
"Document saved as child is saved with changes: True",
"Save All worked as expected: True",
]
unexpected_lines = [
# "Trace::Assert",
# "Trace::Error",
"Traceback (most recent call last):"
]
hydra.launch_and_validate_results(
request,
TEST_DIRECTORY,
generic_launcher,
"hydra_AtomMaterialEditor_BasicTests.py",
run_python="--runpython",
timeout=120,
expected_lines=expected_lines,
unexpected_lines=unexpected_lines,
halt_on_unexpected=True,
null_renderer=True,
log_file_name="MaterialEditor.log",
)
@@ -73,6 +73,7 @@ def create_screenshots_archive(screenshot_path):
class TestAllComponentsIndepthTests(object):
@pytest.mark.parametrize("screenshot_name", ["AtomBasicLevelSetup.ppm"])
@pytest.mark.test_case_id("C34603773")
def test_BasicLevelSetup_SetsUpLevel(
self, request, editor, workspace, project, launcher_platform, level, screenshot_name):
"""
@@ -88,7 +89,7 @@ class TestAllComponentsIndepthTests(object):
level_creation_expected_lines = [
"Viewport is set to the expected size: True",
"Basic level created"
"Exited game mode"
]
unexpected_lines = [
"Trace::Assert",
@@ -115,6 +116,7 @@ class TestAllComponentsIndepthTests(object):
create_screenshots_archive(screenshot_directory)
@pytest.mark.test_case_id("C34525095")
def test_LightComponent_ScreenshotMatchesGoldenImage(
self, request, editor, workspace, project, launcher_platform, level):
"""
@@ -146,7 +148,7 @@ class TestAllComponentsIndepthTests(object):
golden_image_path = os.path.join(golden_images_directory(), golden_image)
golden_images.append(golden_image_path)
expected_lines = ["Light component tests completed."]
expected_lines = ["spot_light Controller|Configuration|Shadows|Shadowmap size: SUCCESS"]
unexpected_lines = [
"Trace::Assert",
"Trace::Error",
@@ -187,8 +189,8 @@ class TestPerformanceBenchmarkSuite(object):
"Benchmark metadata captured.",
"Pass timestamps captured.",
"CPU frame time captured.",
"Capturing complete.",
"Captured data successfully."
"Captured data successfully.",
"Exited game mode"
]
unexpected_lines = [
@@ -220,20 +222,20 @@ class TestPerformanceBenchmarkSuite(object):
@pytest.mark.system
class TestMaterialEditor(object):
@pytest.mark.parametrize("cfg_args", ["-rhi=dx12", "-rhi=Vulkan"])
@pytest.mark.parametrize("cfg_args,expected_lines", [
pytest.param("-rhi=dx12", ["Registering dx12 RHI"]),
pytest.param("-rhi=Vulkan", ["Registering vulkan RHI"])
])
@pytest.mark.parametrize("exe_file_name", ["MaterialEditor"])
@pytest.mark.test_case_id("C30973986") # Material Editor Launching in Dx12
@pytest.mark.test_case_id("C30973987") # Material Editor Launching in Vulkan
def test_MaterialEditorLaunch_AllRHIOptionsSucceed(
self, request, workspace, project, launcher_platform, generic_launcher, exe_file_name, cfg_args):
self, request, workspace, project, launcher_platform, generic_launcher, exe_file_name, cfg_args,
expected_lines):
"""
Tests each valid RHI option (Null RHI excluded) can be launched with the MaterialEditor.
Checks for the "Finished loading viewport configurations." success message post launch.
Checks for the specific expected_lines messaging for each RHI type.
"""
expected_lines = ["Finished loading viewport configurations."]
unexpected_lines = [
# "Trace::Assert",
# "Trace::Error",
"Traceback (most recent call last):",
]
hydra.launch_and_validate_results(
request,
@@ -243,7 +245,7 @@ class TestMaterialEditor(object):
run_python="--runpython",
timeout=60,
expected_lines=expected_lines,
unexpected_lines=unexpected_lines,
unexpected_lines=[],
halt_on_unexpected=False,
null_renderer=False,
cfg_args=[cfg_args],
@@ -23,6 +23,7 @@ class TestAutomation(EditorTestSuite):
# Remove -autotest_mode from global_extra_cmdline_args since we need rendering for these tests.
global_extra_cmdline_args = ["-BatchMode"] # Default is ["-BatchMode", "-autotest_mode"]
@pytest.mark.test_case_id("C34603773")
class AtomGPU_BasicLevelSetup_SetsUpLevel(EditorSharedTest):
use_null_renderer = False # Default is True
screenshot_name = "AtomBasicLevelSetup.ppm"
@@ -14,33 +14,66 @@ from ly_test_tools.o3de.editor_test import EditorSharedTest, EditorTestSuite
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
class TestAutomation(EditorTestSuite):
@pytest.mark.test_case_id("C32078118")
class AtomEditorComponents_DecalAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_DecalAdded as test_module
@pytest.mark.test_case_id("C32078119")
class AtomEditorComponents_DepthOfFieldAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_DepthOfFieldAdded as test_module
@pytest.mark.test_case_id("C32078120")
class AtomEditorComponents_DirectionalLightAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_DirectionalLightAdded as test_module
@pytest.mark.test_case_id("C32078121")
class AtomEditorComponents_ExposureControlAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_ExposureControlAdded as test_module
@pytest.mark.test_case_id("C32078115")
class AtomEditorComponents_GlobalSkylightIBLAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_GlobalSkylightIBLAdded as test_module
@pytest.mark.test_case_id("C32078125")
class AtomEditorComponents_PhysicalSkyAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_PhysicalSkyAdded as test_module
@pytest.mark.test_case_id("C32078131")
class AtomEditorComponents_PostFXRadiusWeightModifierAdded(EditorSharedTest):
from Atom.tests import (
hydra_AtomEditorComponents_PostFXRadiusWeightModifierAdded as test_module)
@pytest.mark.test_case_id("C32078117")
class AtomEditorComponents_LightAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_LightAdded as test_module
@pytest.mark.test_case_id("C36525660")
class AtomEditorComponents_DisplayMapperAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_DisplayMapperAdded as test_module
@pytest.mark.test_case_id("C32078128")
class AtomEditorComponents_ReflectionProbeAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_ReflectionProbeAdded as test_module
@pytest.mark.test_case_id("C32078124")
class AtomEditorComponents_MeshAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_MeshAdded as test_module
@pytest.mark.test_case_id("C32078123")
class AtomEditorComponents_MaterialAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_MaterialAdded as test_module
@pytest.mark.test_case_id("C32078127")
class AtomEditorComponents_PostFXLayerAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_PostFXLayerAdded as test_module
@pytest.mark.test_case_id("C36525665")
class AtomEditorComponents_PostFXShapeWeightModifierAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_PostFxShapeWeightModifierAdded as test_module
@pytest.mark.test_case_id("C36525664")
class AtomEditorComponents_PostFXGradientWeightModifierAdded(EditorSharedTest):
from Atom.tests import hydra_AtomEditorComponents_PostFXGradientWeightModifierAdded as test_module
class ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges(EditorSharedTest):
from Atom.tests import hydra_ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges as test_module
@@ -3,18 +3,138 @@ Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
Sandbox suite tests for the Atom renderer.
"""
import logging
import os
import pytest
import editor_python_test_tools.hydra_test_utils as hydra
logger = logging.getLogger(__name__)
TEST_DIRECTORY = os.path.join(os.path.dirname(__file__), "tests")
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("level", ["auto_test"])
class TestAtomEditorComponentsSandbox(object):
# It requires at least one test
def test_Dummy(self, request, editor, level, workspace, project, launcher_platform):
pass
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("level", ["auto_test"])
class TestAtomEditorComponentsMain(object):
"""Holds tests for Atom components."""
@pytest.mark.test_case_id("C32078128")
def test_AtomEditorComponents_ReflectionProbeAddedToEntity(
self, request, editor, level, workspace, project, launcher_platform):
"""
Please review the hydra script run by this test for more specific test info.
Tests the following Atom components and verifies all "expected_lines" appear in Editor.log:
1. Reflection Probe
"""
cfg_args = [level]
expected_lines = [
# Reflection Probe Component
"Reflection Probe Entity successfully created",
"Reflection Probe_test: Component added to the entity: True",
"Reflection Probe_test: Component removed after UNDO: True",
"Reflection Probe_test: Component added after REDO: True",
"Reflection Probe_test: Entered game mode: True",
"Reflection Probe_test: Exit game mode: True",
"Reflection Probe_test: Entity disabled initially: True",
"Reflection Probe_test: Entity enabled after adding required components: True",
"Reflection Probe_test: Cubemap is generated: True",
"Reflection Probe_test: Entity is hidden: True",
"Reflection Probe_test: Entity is shown: True",
"Reflection Probe_test: Entity deleted: True",
"Reflection Probe_test: UNDO entity deletion works: True",
"Reflection Probe_test: REDO entity deletion works: True",
]
hydra.launch_and_validate_results(
request,
TEST_DIRECTORY,
editor,
"hydra_AtomEditorComponents_AddedToEntity.py",
timeout=120,
expected_lines=expected_lines,
unexpected_lines=[],
halt_on_unexpected=True,
null_renderer=True,
cfg_args=cfg_args,
)
@pytest.mark.parametrize("project", ["AutomatedTesting"])
@pytest.mark.parametrize("launcher_platform", ['windows_generic'])
@pytest.mark.system
class TestMaterialEditorBasicTests(object):
@pytest.fixture(autouse=True)
def setup_teardown(self, request, workspace, project):
def delete_files():
file_system.delete(
[
os.path.join(workspace.paths.project(), "Materials", "test_material.material"),
os.path.join(workspace.paths.project(), "Materials", "test_material_1.material"),
os.path.join(workspace.paths.project(), "Materials", "test_material_2.material"),
],
True,
True,
)
# Cleanup our newly created materials
delete_files()
def teardown():
# Cleanup our newly created materials
delete_files()
request.addfinalizer(teardown)
@pytest.mark.parametrize("exe_file_name", ["MaterialEditor"])
@pytest.mark.test_case_id("C34448113") # Creating a New Asset.
@pytest.mark.test_case_id("C34448114") # Opening an Existing Asset.
@pytest.mark.test_case_id("C34448115") # Closing Selected Material.
@pytest.mark.test_case_id("C34448116") # Closing All Materials.
@pytest.mark.test_case_id("C34448117") # Closing all but Selected Material.
@pytest.mark.test_case_id("C34448118") # Saving Material.
@pytest.mark.test_case_id("C34448119") # Saving as a New Material.
@pytest.mark.test_case_id("C34448120") # Saving as a Child Material.
@pytest.mark.test_case_id("C34448121") # Saving all Open Materials.
def test_MaterialEditorBasicTests(
self, request, workspace, project, launcher_platform, generic_launcher, exe_file_name):
expected_lines = [
"Material opened: True",
"Test asset doesn't exist initially: True",
"New asset created: True",
"New Material opened: True",
"Material closed: True",
"All documents closed: True",
"Close All Except Selected worked as expected: True",
"Actual Document saved with changes: True",
"Document saved as copy is saved with changes: True",
"Document saved as child is saved with changes: True",
"Save All worked as expected: True",
]
unexpected_lines = [
# "Trace::Assert",
# "Trace::Error",
"Traceback (most recent call last):"
]
hydra.launch_and_validate_results(
request,
TEST_DIRECTORY,
generic_launcher,
"hydra_AtomMaterialEditor_BasicTests.py",
run_python="--runpython",
timeout=120,
expected_lines=expected_lines,
unexpected_lines=unexpected_lines,
halt_on_unexpected=True,
null_renderer=True,
log_file_name="MaterialEditor.log",
)
@@ -113,7 +113,6 @@ def create_basic_atom_level(level_name):
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
# Delete all existing entities & create default_level entity
@@ -17,3 +17,392 @@ LIGHT_TYPES = {
'simple_point': 6,
'simple_spot': 7,
}
class AtomComponentProperties:
"""
Holds Atom component related constants
"""
@staticmethod
def actor(property: str = 'name') -> str:
"""
Actor component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Actor',
}
return properties[property]
@staticmethod
def bloom(property: str = 'name') -> str:
"""
Bloom component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Bloom',
'requires': [AtomComponentProperties.postfx_layer()],
}
return properties[property]
@staticmethod
def camera(property: str = 'name') -> str:
"""
Camera component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Camera',
}
return properties[property]
@staticmethod
def decal(property: str = 'name') -> str:
"""
Decal component properties.
- 'Material' the material Asset.id of the decal.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Decal',
'Material': 'Controller|Configuration|Material',
}
return properties[property]
@staticmethod
def deferred_fog(property: str = 'name') -> str:
"""
Deferred Fog component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Deferred Fog',
'requires': [AtomComponentProperties.postfx_layer()],
}
return properties[property]
@staticmethod
def depth_of_field(property: str = 'name') -> str:
"""
Depth of Field component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
- 'Camera Entity' an EditorEntity.id reference to the Camera component required for this effect.
Must be a different entity than the one which hosts Depth of Field component.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'DepthOfField',
'requires': [AtomComponentProperties.postfx_layer()],
'Camera Entity': 'Controller|Configuration|Camera Entity',
}
return properties[property]
@staticmethod
def diffuse_probe(property: str = 'name') -> str:
"""
Diffuse Probe Grid component properties. Requires one of 'shapes'.
- 'shapes' a list of supported shapes as component names.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Diffuse Probe Grid',
'shapes': ['Axis Aligned Box Shape', 'Box Shape']
}
return properties[property]
@staticmethod
def directional_light(property: str = 'name') -> str:
"""
Directional Light component properties.
- 'Camera' an EditorEntity.id reference to the Camera component that controls cascaded shadow view frustum.
Must be a different entity than the one which hosts Directional Light component.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Directional Light',
'Camera': 'Controller|Configuration|Shadow|Camera',
}
return properties[property]
@staticmethod
def display_mapper(property: str = 'name') -> str:
"""
Display Mapper component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Display Mapper',
}
return properties[property]
@staticmethod
def entity_reference(property: str = 'name') -> str:
"""
Entity Reference component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Entity Reference',
}
return properties[property]
@staticmethod
def exposure_control(property: str = 'name') -> str:
"""
Exposure Control component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Exposure Control',
'requires': [AtomComponentProperties.postfx_layer()],
}
return properties[property]
@staticmethod
def global_skylight(property: str = 'name') -> str:
"""
Global Skylight (IBL) component properties.
- 'Diffuse Image' Asset.id for the cubemap image for determining diffuse lighting.
- 'Specular Image' Asset.id for the cubemap image for determining specular lighting.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Global Skylight (IBL)',
'Diffuse Image': 'Controller|Configuration|Diffuse Image',
'Specular Image': 'Controller|Configuration|Specular Image',
}
return properties[property]
@staticmethod
def grid(property: str = 'name') -> str:
"""
Grid component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Grid',
}
return properties[property]
@staticmethod
def hdr_color_grading(property: str = 'name') -> str:
"""
HDR Color Grading component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'HDR Color Grading',
'requires': [AtomComponentProperties.postfx_layer()],
}
return properties[property]
@staticmethod
def hdri_skybox(property: str = 'name') -> str:
"""
HDRi Skybox component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'HDRi Skybox',
}
return properties[property]
@staticmethod
def light(property: str = 'name') -> str:
"""
Light component properties.
- 'Light type' from atom_constants.py LIGHT_TYPES
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Light',
'Light type': 'Controller|Configuration|Light type',
}
return properties[property]
@staticmethod
def look_modification(property: str = 'name') -> str:
"""
Look Modification component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Look Modification',
'requires': [AtomComponentProperties.postfx_layer()],
}
return properties[property]
@staticmethod
def material(property: str = 'name') -> str:
"""
Material component properties. Requires one of Actor OR Mesh component.
- 'requires' a list of component names as strings required by this component.
Only one of these is required at a time for this component.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Material',
'requires': [AtomComponentProperties.actor(), AtomComponentProperties.mesh()],
}
return properties[property]
@staticmethod
def mesh(property: str = 'name') -> str:
"""
Mesh component properties.
- 'Mesh Asset' Asset.id of the mesh model.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
:rtype: str
"""
properties = {
'name': 'Mesh',
'Mesh Asset': 'Controller|Configuration|Mesh Asset',
}
return properties[property]
@staticmethod
def occlusion_culling_plane(property: str = 'name') -> str:
"""
Occlusion Culling Plane component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Occlusion Culling Plane',
}
return properties[property]
@staticmethod
def physical_sky(property: str = 'name') -> str:
"""
Physical Sky component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Physical Sky',
}
return properties[property]
@staticmethod
def postfx_layer(property: str = 'name') -> str:
"""
PostFX Layer component properties.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'PostFX Layer',
}
return properties[property]
@staticmethod
def postfx_gradient(property: str = 'name') -> str:
"""
PostFX Gradient Weight Modifier component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'PostFX Gradient Weight Modifier',
'requires': [AtomComponentProperties.postfx_layer()],
}
return properties[property]
@staticmethod
def postfx_radius(property: str = 'name') -> str:
"""
PostFX Radius Weight Modifier component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'PostFX Radius Weight Modifier',
'requires': [AtomComponentProperties.postfx_layer()],
}
return properties[property]
@staticmethod
def postfx_shape(property: str = 'name') -> str:
"""
PostFX Shape Weight Modifier component properties. Requires PostFX Layer and one of 'shapes' listed.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
- 'shapes' a list of supported shapes as component names. 'Tube Shape' is also supported but requires 'Spline'.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'PostFX Shape Weight Modifier',
'requires': [AtomComponentProperties.postfx_layer()],
'shapes': ['Axis Aligned Box Shape', 'Box Shape', 'Capsule Shape', 'Compound Shape', 'Cylinder Shape',
'Disk Shape', 'Polygon Prism Shape', 'Quad Shape', 'Sphere Shape', 'Vegetation Reference Shape'],
}
return properties[property]
@staticmethod
def reflection_probe(property: str = 'name') -> str:
"""
Reflection Probe component properties. Requires one of 'shapes' listed.
- 'shapes' a list of supported shapes as component names.
- 'Baked Cubemap Path' Asset.id of the baked cubemap image generated by a call to 'BakeReflectionProbe' ebus.
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'Reflection Probe',
'shapes': ['Axis Aligned Box Shape', 'Box Shape'],
'Baked Cubemap Path': 'Cubemap|Baked Cubemap Path',
}
return properties[property]
@staticmethod
def ssao(property: str = 'name') -> str:
"""
SSAO component properties. Requires PostFX Layer component.
- 'requires' a list of component names as strings required by this component.
Use editor_entity_utils EditorEntity.add_components(list) to add this list of requirements.\n
:param property: From the last element of the property tree path. Default 'name' for component name string.
:return: Full property path OR component name if no property specified.
"""
properties = {
'name': 'SSAO',
'requires': [AtomComponentProperties.postfx_layer()],
}
return properties[property]
@@ -0,0 +1,205 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
class Tests:
creation_undo = (
"UNDO Entity creation success",
"UNDO Entity creation failed")
creation_redo = (
"REDO Entity creation success",
"REDO Entity creation failed")
material_creation = (
"Material Entity successfully created",
"Material Entity failed to be created")
material_component = (
"Entity has a Material component",
"Entity failed to find Material component")
material_disabled = (
"Material component disabled",
"Material component was not disabled.")
actor_component = (
"Entity has an Actor component",
"Entity did not have an Actor component")
actor_undo = (
"Entity Actor component gone",
"Entity Actor component add failed to undo")
mesh_component = (
"Entity has a Mesh component",
"Entity did not have a Mesh component")
material_enabled = (
"Material component enabled",
"Material component was not enabled.")
enter_game_mode = (
"Entered game mode",
"Failed to enter game mode")
exit_game_mode = (
"Exited game mode",
"Couldn't exit game mode")
is_visible = (
"Entity is visible",
"Entity was not visible")
is_hidden = (
"Entity is hidden",
"Entity was not hidden")
entity_deleted = (
"Entity deleted",
"Entity was not deleted")
deletion_undo = (
"UNDO deletion success",
"UNDO deletion failed")
deletion_redo = (
"REDO deletion success",
"REDO deletion failed")
def AtomEditorComponents_Material_AddedToEntity():
"""
Summary:
Tests the Material component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Material entity with no components.
2) Add a Material component to Material entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Verify Material component not enabled.
6) Add Actor component since it is required by the Material component.
7) Verify Material component is enabled.
8) UNDO add Actor component
9) Verify Material component not enabled.
10) Add Mesh component since it is required by the Material component.
11) Verify Material component is enabled.
12) Enter/Exit game mode.
13) Test IsHidden.
14) Test IsVisible.
15) Delete Material entity.
16) UNDO deletion.
17) REDO deletion.
18) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
TestHelper.init_idle()
TestHelper.open_level("", "Base")
# Test steps begin.
# 1. Create a Material entity with no components.
material_name = "Material"
material_entity = EditorEntity.create_editor_entity(material_name)
Report.critical_result(Tests.material_creation, material_entity.exists())
# 2. Add a Material component to Material entity.
material_component = material_entity.add_component(material_name)
Report.critical_result(
Tests.material_component,
material_entity.has_component(material_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not material_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, material_entity.exists())
# 5. Verify Material component not enabled.
Report.result(Tests.material_disabled, not material_component.is_enabled())
# 6. Add Actor component since it is required by the Material component.
actor_name = "Actor"
material_entity.add_component(actor_name)
Report.result(Tests.actor_component, material_entity.has_component(actor_name))
# 7. Verify Material component is enabled.
Report.result(Tests.material_enabled, material_component.is_enabled())
# 8. UNDO component addition.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.actor_undo, not material_entity.has_component(actor_name))
# 9. Verify Material component not enabled.
Report.result(Tests.material_disabled, not material_component.is_enabled())
# 10. Add Mesh component since it is required by the Material component.
mesh_name = "Mesh"
material_entity.add_component(mesh_name)
Report.result(Tests.mesh_component, material_entity.has_component(mesh_name))
# 11. Verify Material component is enabled.
Report.result(Tests.material_enabled, material_component.is_enabled())
# 12. Enter/Exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
TestHelper.exit_game_mode(Tests.exit_game_mode)
# 13. Test IsHidden.
material_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, material_entity.is_hidden() is True)
# 14. Test IsVisible.
material_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, material_entity.is_visible() is True)
# 15. Delete Material entity.
material_entity.delete()
Report.result(Tests.entity_deleted, not material_entity.exists())
# 16. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, material_entity.exists())
# 17. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not material_entity.exists())
# 18. Look for errors or asserts.
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_Material_AddedToEntity)
@@ -0,0 +1,170 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
class Tests:
creation_undo = (
"UNDO Entity creation success",
"UNDO Entity creation failed")
creation_redo = (
"REDO Entity creation success",
"REDO Entity creation failed")
mesh_entity_creation = (
"Mesh Entity successfully created",
"Mesh Entity failed to be created")
mesh_component_added = (
"Entity has a Mesh component",
"Entity failed to find Mesh component")
mesh_asset_specified = (
"Mesh asset set",
"Mesh asset not set")
enter_game_mode = (
"Entered game mode",
"Failed to enter game mode")
exit_game_mode = (
"Exited game mode",
"Couldn't exit game mode")
is_visible = (
"Entity is visible",
"Entity was not visible")
is_hidden = (
"Entity is hidden",
"Entity was not hidden")
entity_deleted = (
"Entity deleted",
"Entity was not deleted")
deletion_undo = (
"UNDO deletion success",
"UNDO deletion failed")
deletion_redo = (
"REDO deletion success",
"REDO deletion failed")
def AtomEditorComponents_Mesh_AddedToEntity():
"""
Summary:
Tests the Mesh component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Mesh entity with no components.
2) Add a Mesh component to Mesh entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Specify the Mesh component asset
6) Enter/Exit game mode.
7) Test IsHidden.
8) Test IsVisible.
9) Delete Mesh entity.
10) UNDO deletion.
11) REDO deletion.
12) Look for errors.
:return: None
"""
import os
import azlmbr.legacy.general as general
from editor_python_test_tools.asset_utils import Asset
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper
from Atom.atom_utils.atom_constants import AtomComponentProperties as Atom
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
TestHelper.init_idle()
TestHelper.open_level("", "Base")
# Test steps begin.
# 1. Create a Mesh entity with no components.
mesh_entity = EditorEntity.create_editor_entity(Atom.mesh())
Report.critical_result(Tests.mesh_entity_creation, mesh_entity.exists())
# 2. Add a Mesh component to Mesh entity.
mesh_component = mesh_entity.add_component(Atom.mesh())
Report.critical_result(
Tests.mesh_component_added,
mesh_entity.has_component(Atom.mesh()))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not mesh_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, mesh_entity.exists())
# 5. Set Mesh component asset property
model_path = os.path.join('Objects', 'shaderball', 'shaderball_default_1m.azmodel')
model = Asset.find_asset_by_path(model_path)
mesh_component.set_component_property_value(Atom.mesh('Mesh Asset'), model.id)
Report.result(Tests.mesh_asset_specified,
mesh_component.get_component_property_value(Atom.mesh('Mesh Asset')) == model.id)
# 6. Enter/Exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
TestHelper.exit_game_mode(Tests.exit_game_mode)
# 7. Test IsHidden.
mesh_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, mesh_entity.is_hidden() is True)
# 8. Test IsVisible.
mesh_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, mesh_entity.is_visible() is True)
# 9. Delete Mesh entity.
mesh_entity.delete()
Report.result(Tests.entity_deleted, not mesh_entity.exists())
# 10. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, mesh_entity.exists())
# 11. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not mesh_entity.exists())
# 12. Look for errors or asserts.
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_Mesh_AddedToEntity)
@@ -0,0 +1,179 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
class Tests:
creation_undo = (
"UNDO Entity creation success",
"UNDO Entity creation failed")
creation_redo = (
"REDO Entity creation success",
"REDO Entity creation failed")
postfx_gradient_weight_creation = (
"PostFX Gradient Weight Modifier Entity successfully created",
"PostFX Gradient Weight Modifier Entity failed to be created")
postfx_gradient_weight_component = (
"Entity has a PostFX Gradient Weight Modifier component",
"Entity failed to find PostFX Gradient Weight Modifier component")
postfx_gradient_weight_disabled = (
"PostFX Gradient Weight Modifier component disabled",
"PostFX Gradient Weight Modifier component was not disabled.")
postfx_layer_component = (
"Entity has a PostFX Layer component",
"Entity did not have an PostFX Layer component")
postfx_gradient_weight_enabled = (
"PostFX Gradient Weight Modifier component enabled",
"PostFX Gradient Weight Modifier component was not enabled.")
enter_game_mode = (
"Entered game mode",
"Failed to enter game mode")
exit_game_mode = (
"Exited game mode",
"Couldn't exit game mode")
is_visible = (
"Entity is visible",
"Entity was not visible")
is_hidden = (
"Entity is hidden",
"Entity was not hidden")
entity_deleted = (
"Entity deleted",
"Entity was not deleted")
deletion_undo = (
"UNDO deletion success",
"UNDO deletion failed")
deletion_redo = (
"REDO deletion success",
"REDO deletion failed")
def AtomEditorComponents_PostFXGradientWeightModifier_AddedToEntity():
"""
Summary:
Tests the PostFX Gradient Weight Modifier component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a PostFX Gradient Weight Modifier entity with no components.
2) Add a PostFX Gradient Weight Modifier component to PostFX Gradient Weight Modifier entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Verify PostFX Gradient Weight Modifier component not enabled.
6) Add PostFX Layer component since it is required by the PostFX Gradient Weight Modifier component.
7) Verify PostFX Gradient Weight Modifier component is enabled.
8) Enter/Exit game mode.
9) Test IsHidden.
10) Test IsVisible.
11) Delete PostFX Gradient Weight Modifier entity.
12) UNDO deletion.
13) REDO deletion.
14) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
TestHelper.init_idle()
TestHelper.open_level("", "Base")
# Test steps begin.
# 1. Create a PostFX Gradient Weight Modifier entity with no components.
postfx_gradient_weight_name = "PostFX Gradient Weight Modifier"
postfx_gradient_weight_entity = EditorEntity.create_editor_entity(postfx_gradient_weight_name)
Report.critical_result(Tests.postfx_gradient_weight_creation, postfx_gradient_weight_entity.exists())
# 2. Add a PostFX Gradient Weight Modifier component to PostFX Gradient Weight Modifier entity.
postfx_gradient_weight_component = postfx_gradient_weight_entity.add_component(postfx_gradient_weight_name)
Report.critical_result(
Tests.postfx_gradient_weight_component,
postfx_gradient_weight_entity.has_component(postfx_gradient_weight_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not postfx_gradient_weight_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, postfx_gradient_weight_entity.exists())
# 5. Verify PostFX Gradient Weight Modifier component not enabled.
Report.result(Tests.postfx_gradient_weight_disabled, not postfx_gradient_weight_component.is_enabled())
# 6. Add PostFX Layer component since it is required by the PostFX Gradient Weight Modifier component.
postfx_layer_name = "PostFX Layer"
postfx_gradient_weight_entity.add_component(postfx_layer_name)
Report.result(Tests.postfx_layer_component, postfx_gradient_weight_entity.has_component(postfx_layer_name))
# 7. Verify PostFX Gradient Weight Modifier component is enabled.
Report.result(Tests.postfx_gradient_weight_enabled, postfx_gradient_weight_component.is_enabled())
# 8. Enter/Exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
TestHelper.exit_game_mode(Tests.exit_game_mode)
# 9. Test IsHidden.
postfx_gradient_weight_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, postfx_gradient_weight_entity.is_hidden() is True)
# 10. Test IsVisible.
postfx_gradient_weight_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, postfx_gradient_weight_entity.is_visible() is True)
# 11. Delete PostFX Gradient Weight Modifier entity.
postfx_gradient_weight_entity.delete()
Report.result(Tests.entity_deleted, not postfx_gradient_weight_entity.exists())
# 12. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, postfx_gradient_weight_entity.exists())
# 13. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not postfx_gradient_weight_entity.exists())
# 14. Look for errors or asserts.
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_PostFXGradientWeightModifier_AddedToEntity)
@@ -0,0 +1,156 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
class Tests:
creation_undo = (
"UNDO Entity creation success",
"UNDO Entity creation failed")
creation_redo = (
"REDO Entity creation success",
"REDO Entity creation failed")
postfx_layer_entity_creation = (
"PostFX Layer Entity successfully created",
"PostFX Layer Entity failed to be created")
postfx_layer_component_added = (
"Entity has a PostFX Layer component",
"Entity failed to find PostFX Layer component")
enter_game_mode = (
"Entered game mode",
"Failed to enter game mode")
exit_game_mode = (
"Exited game mode",
"Couldn't exit game mode")
is_visible = (
"Entity is visible",
"Entity was not visible")
is_hidden = (
"Entity is hidden",
"Entity was not hidden")
entity_deleted = (
"Entity deleted",
"Entity was not deleted")
deletion_undo = (
"UNDO deletion success",
"UNDO deletion failed")
deletion_redo = (
"REDO deletion success",
"REDO deletion failed")
def AtomEditorComponents_postfx_layer_AddedToEntity():
"""
Summary:
Tests the PostFX Layer component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a PostFX Layer entity with no components.
2) Add a PostFX Layer component to PostFX Layer entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Enter/Exit game mode.
6) Test IsHidden.
7) Test IsVisible.
8) Delete PostFX Layer entity.
9) UNDO deletion.
10) REDO deletion.
11) Look for errors.
:return: None
"""
import os
import azlmbr.legacy.general as general
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
TestHelper.init_idle()
TestHelper.open_level("", "Base")
# Test steps begin.
# 1. Create a PostFX Layer entity with no components.
postfx_layer_name = "PostFX Layer"
postfx_layer_entity = EditorEntity.create_editor_entity(postfx_layer_name)
Report.critical_result(Tests.postfx_layer_entity_creation, postfx_layer_entity.exists())
# 2. Add a PostFX Layer component to PostFX Layer entity.
postfx_layer_component = postfx_layer_entity.add_component(postfx_layer_name)
Report.critical_result(Tests.postfx_layer_component_added, postfx_layer_entity.has_component(postfx_layer_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not postfx_layer_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, postfx_layer_entity.exists())
# 5. Enter/Exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
TestHelper.exit_game_mode(Tests.exit_game_mode)
# 6. Test IsHidden.
postfx_layer_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, postfx_layer_entity.is_hidden() is True)
# 7. Test IsVisible.
postfx_layer_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, postfx_layer_entity.is_visible() is True)
# 8. Delete PostFX Layer entity.
postfx_layer_entity.delete()
Report.result(Tests.entity_deleted, not postfx_layer_entity.exists())
# 9. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, postfx_layer_entity.exists())
# 10. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not postfx_layer_entity.exists())
# 11. Look for errors or asserts.
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_postfx_layer_AddedToEntity)
@@ -0,0 +1,207 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
class Tests:
creation_undo = (
"UNDO Entity creation success",
"UNDO Entity creation failed")
creation_redo = (
"REDO Entity creation success",
"REDO Entity creation failed")
postfx_shape_weight_creation = (
"PostFx Shape Weight Modifier Entity successfully created",
"PostFx Shape Weight Modifier Entity failed to be created")
postfx_shape_weight_component = (
"Entity has a PostFx Shape Weight Modifier component",
"Entity failed to find PostFx Shape Weight Modifier component")
postfx_shape_weight_disabled = (
"PostFx Shape Weight Modifier component disabled",
"PostFx Shape Weight Modifier component was not disabled.")
postfx_layer_component = (
"Entity has a PostFX Layer component",
"Entity did not have an PostFX Layer component")
tube_shape_component = (
"Entity has a Tube Shape component",
"Entity did not have a Tube Shape component")
postfx_shape_weight_enabled = (
"PostFx Shape Weight Modifier component enabled",
"PostFx Shape Weight Modifier component was not enabled.")
enter_game_mode = (
"Entered game mode",
"Failed to enter game mode")
exit_game_mode = (
"Exited game mode",
"Couldn't exit game mode")
is_visible = (
"Entity is visible",
"Entity was not visible")
is_hidden = (
"Entity is hidden",
"Entity was not hidden")
entity_deleted = (
"Entity deleted",
"Entity was not deleted")
deletion_undo = (
"UNDO deletion success",
"UNDO deletion failed")
deletion_redo = (
"REDO deletion success",
"REDO deletion failed")
def AtomEditorComponents_postfx_shape_weight_AddedToEntity():
"""
Summary:
Tests the PostFx Shape Weight Modifier component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a PostFx Shape Weight Modifier entity with no components.
2) Add a PostFx Shape Weight Modifier component to PostFx Shape Weight Modifier entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Verify PostFx Shape Weight Modifier component not enabled.
6) Add PostFX Layer component since it is required by the PostFx Shape Weight Modifier component.
7) Verify PostFx Shape Weight Modifier component is NOT enabled since it also requires a shape.
8) Add a required shape looping over a list and checking if it enables PostFX Shape Weight Modifier.
9) Undo to remove each added shape and verify PostFX Shape Weight Modifier is not enabled.
10) Verify PostFx Shape Weight Modifier component is enabled by adding Spline and Tube Shape component.
11) Enter/Exit game mode.
12) Test IsHidden.
13) Test IsVisible.
14) Delete PostFx Shape Weight Modifier entity.
15) UNDO deletion.
16) REDO deletion.
17) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
TestHelper.init_idle()
TestHelper.open_level("", "Base")
# Test steps begin.
# 1. Create a PostFx Shape Weight Modifier entity with no components.
postfx_shape_weight_name = "PostFX Shape Weight Modifier"
postfx_shape_weight_entity = EditorEntity.create_editor_entity(postfx_shape_weight_name)
Report.critical_result(Tests.postfx_shape_weight_creation, postfx_shape_weight_entity.exists())
# 2. Add a PostFx Shape Weight Modifier component to PostFx Shape Weight Modifier entity.
postfx_shape_weight_component = postfx_shape_weight_entity.add_component(postfx_shape_weight_name)
Report.critical_result(
Tests.postfx_shape_weight_component,
postfx_shape_weight_entity.has_component(postfx_shape_weight_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not postfx_shape_weight_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, postfx_shape_weight_entity.exists())
# 5. Verify PostFx Shape Weight Modifier component not enabled.
Report.result(Tests.postfx_shape_weight_disabled, not postfx_shape_weight_component.is_enabled())
# 6. Add PostFX Layer component since it is required by the PostFx Shape Weight Modifier component.
postfx_layer_name = "PostFX Layer"
postfx_shape_weight_entity.add_component(postfx_layer_name)
Report.result(Tests.postfx_layer_component, postfx_shape_weight_entity.has_component(postfx_layer_name))
# 7. Verify PostFx Shape Weight Modifier component is NOT enabled since it also requires a shape.
Report.result(Tests.postfx_shape_weight_disabled, not postfx_shape_weight_component.is_enabled())
# 8. Add a required shape looping over a list and checking if it enables PostFX Shape Weight Modifier.
for shape in ['Axis Aligned Box Shape', 'Box Shape', 'Capsule Shape', 'Compound Shape', 'Cylinder Shape',
'Disk Shape', 'Polygon Prism Shape', 'Quad Shape', 'Sphere Shape', 'Vegetation Reference Shape']:
postfx_shape_weight_entity.add_component(shape)
test_shape = (
f"Entity has a {shape} component",
f"Entity did not have a {shape} component")
Report.result(test_shape, postfx_shape_weight_entity.has_component(shape))
# Check if required shape allows PostFX Shape Weight Modifier to be enabled
Report.result(Tests.postfx_shape_weight_enabled, postfx_shape_weight_component.is_enabled())
# 9. Undo to remove each added shape and verify PostFX Shape Weight Modifier is not enabled.
general.undo()
TestHelper.wait_for_condition(lambda: not postfx_shape_weight_entity.has_component(shape), 1.0)
Report.result(Tests.postfx_shape_weight_disabled, not postfx_shape_weight_component.is_enabled())
# 10. Verify PostFx Shape Weight Modifier component is enabled by adding Spline and Tube Shape component.
postfx_shape_weight_entity.add_components(['Spline', 'Tube Shape'])
Report.result(Tests.tube_shape_component, postfx_shape_weight_entity.has_component('Tube Shape'))
Report.result(Tests.postfx_shape_weight_enabled, postfx_shape_weight_component.is_enabled())
# 11. Enter/Exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
TestHelper.exit_game_mode(Tests.exit_game_mode)
# 12. Test IsHidden.
postfx_shape_weight_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, postfx_shape_weight_entity.is_hidden() is True)
# 13. Test IsVisible.
postfx_shape_weight_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, postfx_shape_weight_entity.is_visible() is True)
# 14. Delete PostFx Shape Weight Modifier entity.
postfx_shape_weight_entity.delete()
Report.result(Tests.entity_deleted, not postfx_shape_weight_entity.exists())
# 15. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, postfx_shape_weight_entity.exists())
# 16. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not postfx_shape_weight_entity.exists())
# 17. Look for errors or asserts.
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_postfx_shape_weight_AddedToEntity)
@@ -0,0 +1,194 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
class Tests:
creation_undo = (
"UNDO Entity creation success",
"UNDO Entity creation failed")
creation_redo = (
"REDO Entity creation success",
"REDO Entity creation failed")
reflection_probe_creation = (
"Reflection Probe Entity successfully created",
"Reflection Probe Entity failed to be created")
reflection_probe_component = (
"Entity has a Reflection Probe component",
"Entity failed to find Reflection Probe component")
reflection_probe_disabled = (
"Reflection Probe component disabled",
"Reflection Probe component was not disabled.")
reflection_map_generated = (
"Reflection Probe cubemap generated",
"Reflection Probe cubemap not generated")
box_shape_component = (
"Entity has a Box Shape component",
"Entity did not have a Box Shape component")
reflection_probe_enabled = (
"Reflection Probe component enabled",
"Reflection Probe component was not enabled.")
enter_game_mode = (
"Entered game mode",
"Failed to enter game mode")
exit_game_mode = (
"Exited game mode",
"Couldn't exit game mode")
is_visible = (
"Entity is visible",
"Entity was not visible")
is_hidden = (
"Entity is hidden",
"Entity was not hidden")
entity_deleted = (
"Entity deleted",
"Entity was not deleted")
deletion_undo = (
"UNDO deletion success",
"UNDO deletion failed")
deletion_redo = (
"REDO deletion success",
"REDO deletion failed")
def AtomEditorComponents_ReflectionProbe_AddedToEntity():
"""
Summary:
Tests the Reflection Probe component can be added to an entity and has the expected functionality.
Test setup:
- Wait for Editor idle loop.
- Open the "Base" level.
Expected Behavior:
The component can be added, used in game mode, hidden/shown, deleted, and has accurate required components.
Creation and deletion undo/redo should also work.
Test Steps:
1) Create a Reflection Probe entity with no components.
2) Add a Reflection Probe component to Reflection Probe entity.
3) UNDO the entity creation and component addition.
4) REDO the entity creation and component addition.
5) Verify Reflection Probe component not enabled.
6) Add Shape component since it is required by the Reflection Probe component.
7) Verify Reflection Probe component is enabled.
8) Enter/Exit game mode.
9) Test IsHidden.
10) Test IsVisible.
11) Verify cubemap generation
12) Delete Reflection Probe entity.
13) UNDO deletion.
14) REDO deletion.
15) Look for errors.
:return: None
"""
import azlmbr.legacy.general as general
import azlmbr.math as math
import azlmbr.render as render
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper as helper
with Tracer() as error_tracer:
# Test setup begins.
# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
helper.init_idle()
helper.open_level("", "Base")
# Test steps begin.
# 1. Create a Reflection Probe entity with no components.
reflection_probe_name = "Reflection Probe"
reflection_probe_entity = EditorEntity.create_editor_entity_at(
math.Vector3(512.0, 512.0, 34.0), reflection_probe_name)
Report.critical_result(Tests.reflection_probe_creation, reflection_probe_entity.exists())
# 2. Add a Reflection Probe component to Reflection Probe entity.
reflection_probe_component = reflection_probe_entity.add_component(reflection_probe_name)
Report.critical_result(
Tests.reflection_probe_component,
reflection_probe_entity.has_component(reflection_probe_name))
# 3. UNDO the entity creation and component addition.
# -> UNDO component addition.
general.undo()
# -> UNDO naming entity.
general.undo()
# -> UNDO selecting entity.
general.undo()
# -> UNDO entity creation.
general.undo()
general.idle_wait_frames(1)
Report.result(Tests.creation_undo, not reflection_probe_entity.exists())
# 4. REDO the entity creation and component addition.
# -> REDO entity creation.
general.redo()
# -> REDO selecting entity.
general.redo()
# -> REDO naming entity.
general.redo()
# -> REDO component addition.
general.redo()
general.idle_wait_frames(1)
Report.result(Tests.creation_redo, reflection_probe_entity.exists())
# 5. Verify Reflection Probe component not enabled.
Report.result(Tests.reflection_probe_disabled, not reflection_probe_component.is_enabled())
# 6. Add Box Shape component since it is required by the Reflection Probe component.
box_shape = "Box Shape"
reflection_probe_entity.add_component(box_shape)
Report.result(Tests.box_shape_component, reflection_probe_entity.has_component(box_shape))
# 7. Verify Reflection Probe component is enabled.
Report.result(Tests.reflection_probe_enabled, reflection_probe_component.is_enabled())
# 8. Enter/Exit game mode.
helper.enter_game_mode(Tests.enter_game_mode)
general.idle_wait_frames(1)
helper.exit_game_mode(Tests.exit_game_mode)
# 9. Test IsHidden.
reflection_probe_entity.set_visibility_state(False)
Report.result(Tests.is_hidden, reflection_probe_entity.is_hidden() is True)
# 10. Test IsVisible.
reflection_probe_entity.set_visibility_state(True)
general.idle_wait_frames(1)
Report.result(Tests.is_visible, reflection_probe_entity.is_visible() is True)
# 11. Verify cubemap generation
render.EditorReflectionProbeBus(azlmbr.bus.Event, "BakeReflectionProbe", reflection_probe_entity.id)
Report.result(
Tests.reflection_map_generated,
helper.wait_for_condition(
lambda: reflection_probe_component.get_component_property_value("Cubemap|Baked Cubemap Path") != "",
20.0))
# 12. Delete Reflection Probe entity.
reflection_probe_entity.delete()
Report.result(Tests.entity_deleted, not reflection_probe_entity.exists())
# 13. UNDO deletion.
general.undo()
Report.result(Tests.deletion_undo, reflection_probe_entity.exists())
# 14. REDO deletion.
general.redo()
Report.result(Tests.deletion_redo, not reflection_probe_entity.exists())
# 15. Look for errors or asserts.
helper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(AtomEditorComponents_ReflectionProbe_AddedToEntity)
@@ -66,7 +66,6 @@ def run():
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
return True
@@ -91,7 +90,6 @@ def run():
benchmarker.capture_cpu_frame_time(i)
general.exit_game_mode()
helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=2.0)
general.log("Capturing complete.")
if __name__ == "__main__":
@@ -82,7 +82,6 @@ def run():
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
return True
@@ -216,7 +215,6 @@ def run():
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking(f"{'AtomBasicLevelSetup'}.ppm")
general.exit_game_mode()
helper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=2.0)
general.log("Basic level created")
if __name__ == "__main__":
@@ -33,7 +33,7 @@ add_subdirectory(WhiteBox)
add_subdirectory(NvCloth)
## Prefab ##
add_subdirectory(prefab)
add_subdirectory(Prefab)
## Editor Python Bindings ##
add_subdirectory(EditorPythonBindings)
@@ -58,3 +58,6 @@ add_subdirectory(smoke)
## AWS ##
add_subdirectory(AWS)
## Integration tests for editor testing framework ##
add_subdirectory(editor_test_testing)
@@ -122,17 +122,32 @@ class EditorEntity:
# Creation functions
@classmethod
def find_editor_entity(cls, entity_name: str) -> EditorEntity:
def find_editor_entity(cls, entity_name: str, must_be_unique : bool = False) -> EditorEntity:
"""
Given Entity name, outputs entity object
:param entity_name: Name of entity to find
:return: EditorEntity class object
"""
entity_id = general.find_editor_entity(entity_name)
assert entity_id.IsValid(), f"Failure: Couldn't find entity with name: '{entity_name}'"
entity = cls(entity_id)
entities = cls.find_editor_entities([entity_name])
assert len(entities) != 0, f"Failure: Couldn't find entity with name: '{entity_name}'"
if must_be_unique:
assert len(entities) == 1, f"Failure: Multiple entities with name: '{entity_name}' when expected only one"
entity = cls(entities[0])
return entity
@classmethod
def find_editor_entities(cls, entity_names: List[str]) -> EditorEntity:
"""
Given Entities names, returns a list of EditorEntity
:param entity_name: Name of entity to find
:return: List[EditorEntity] class object
"""
searchFilter = azlmbr.entity.SearchFilter()
searchFilter.names = entity_names
ids = azlmbr.entity.SearchBus(bus.Broadcast, 'SearchEntities', searchFilter)
return [cls(id) for id in ids]
@classmethod
def create_editor_entity(cls, name: str = None, parent_id=None) -> EditorEntity:
"""
@@ -157,8 +172,7 @@ class EditorEntity:
cls,
entity_position: Union[List, Tuple, math.Vector3],
name: str = None,
parent_id: azlmbr.entity.EntityId = None,
) -> EditorEntity:
parent_id: azlmbr.entity.EntityId = None) -> EditorEntity:
"""
Used to create entity at position using 'CreateNewEntityAtPosition' Bus.
:param entity_position: World Position(X, Y, Z) of entity in viewport.
@@ -227,6 +241,12 @@ class EditorEntity:
"""
return editor.EditorEntityInfoRequestBus(bus.Event, "GetChildren", self.id)
def get_children(self) -> List[EditorEntity]:
"""
:return: List of EditorEntity children. Type: [EditorEntity]
"""
return [EditorEntity(child_id) for child_id in self.get_children_ids()]
def add_component(self, component_name: str) -> EditorComponent:
"""
Used to add new component to Entity.
@@ -51,7 +51,7 @@ def launch_and_validate_results(request, test_directory, editor, editor_script,
logger.debug("Running automated test: {}".format(editor_script))
editor.args.extend(["--skipWelcomeScreenDialog", "--regset=/Amazon/Settings/EnableSourceControl=false",
"--regset=/Amazon/Preferences/EnablePrefabSystem=false", run_python, test_case,
f"--pythontestcase={request.node.originalname}", "--runpythonargs", " ".join(cfg_args)])
f"--pythontestcase={request.node.name}", "--runpythonargs", " ".join(cfg_args)])
if auto_test_mode:
editor.args.extend(["--autotest_mode"])
if null_renderer:
@@ -0,0 +1,353 @@
"""
Copyright (c) Contributors to the Open 3D Engine Project.
For complete copyright and license terms please see the LICENSE at the root of this distribution.
SPDX-License-Identifier: Apache-2.0 OR MIT
"""
from __future__ import annotations
from collections import Counter
from collections import deque
from os import path
from pathlib import Path
from PySide2 import QtWidgets
import azlmbr.legacy.general as general
from azlmbr.entity import EntityId
from azlmbr.math import Vector3
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report
import azlmbr.entity as entity
import azlmbr.bus as bus
import azlmbr.components as components
import azlmbr.editor as editor
import azlmbr.globals
import azlmbr.math as math
import azlmbr.prefab as prefab
import editor_python_test_tools.pyside_utils as pyside_utils
def get_prefab_file_path(prefab_path):
if not path.isabs(prefab_path):
prefab_path = path.join(general.get_file_alias("@projectroot@"), prefab_path)
# Append prefab if it doesn't contain .prefab on it
name, ext = path.splitext(prefab_path)
if ext != ".prefab":
prefab_path = name + ".prefab"
return prefab_path
def get_all_entity_ids():
return entity.SearchBus(bus.Broadcast, 'SearchEntities', entity.SearchFilter())
def wait_for_propagation():
general.idle_wait_frames(1)
# This is a helper class which contains some of the useful information about a prefab instance.
class PrefabInstance:
def __init__(self, prefab_file_name: str = None, container_entity: EditorEntity = None):
self.prefab_file_name: str = prefab_file_name
self.container_entity: EditorEntity = container_entity
def __eq__(self, other):
return other and self.container_entity.id == other.container_entity.id
def __ne__(self, other):
return not self.__eq__(other)
def __hash__(self):
return hash(self.container_entity.id)
def is_valid(self) -> bool:
"""
See if this instance is valid to be used with other prefab operations.
:return: Whether the target instance is valid or not.
"""
return self.container_entity.id.IsValid() and self.prefab_file_name in Prefab.existing_prefabs
def has_editor_prefab_component(self) -> bool:
"""
Check if the instance's container entity contains EditorPrefabComponent.
:return: Whether the container entity of target instance has EditorPrefabComponent in it or not.
"""
return editor.EditorComponentAPIBus(bus.Broadcast, "HasComponentOfType", self.container_entity.id, azlmbr.globals.property.EditorPrefabComponentTypeId)
def is_at_position(self, expected_position):
"""
Check if the instance's container entity is at expected position given.
:return: Whether the container entity of target instance is at expected position or not.
"""
actual_position = components.TransformBus(bus.Event, "GetWorldTranslation", self.container_entity.id)
is_at_position = actual_position.IsClose(expected_position)
if not is_at_position:
Report.info(f"Prefab Instance Container Entity '{self.container_entity.id.ToString()}'\'s expected position: {expected_position.ToString()}, actual position: {actual_position.ToString()}")
return is_at_position
async def ui_reparent_prefab_instance(self, parent_entity_id: EntityId):
"""
Reparent this instance to target parent entity.
The function will also check pop up dialog ui in editor to see if there's prefab cyclical dependency error while reparenting prefabs.
:param parent_entity_id: The id of the entity this instance should be a child of in the transform hierarchy next.
"""
container_entity_id_before_reparent = self.container_entity.id
original_parent = EditorEntity(self.container_entity.get_parent_id())
original_parent_before_reparent_children_ids = {child_id.ToString(): child_id for child_id in original_parent.get_children_ids()}
new_parent = EditorEntity(parent_entity_id)
new_parent_before_reparent_children_ids = {child_id.ToString(): child_id for child_id in new_parent.get_children_ids()}
pyside_utils.run_soon(lambda: self.container_entity.set_parent_entity(parent_entity_id))
pyside_utils.run_soon(lambda: wait_for_propagation())
try:
active_modal_widget = await pyside_utils.wait_for_modal_widget()
error_message_box = active_modal_widget.findChild(QtWidgets.QMessageBox)
ok_button = error_message_box.button(QtWidgets.QMessageBox.Ok)
ok_button.click()
assert False, "Cyclical dependency detected while reparenting prefab"
except pyside_utils.EventLoopTimeoutException:
pass
original_parent_after_reparent_children_ids = {child_id.ToString(): child_id for child_id in original_parent.get_children_ids()}
assert len(original_parent_after_reparent_children_ids) == len(original_parent_before_reparent_children_ids) - 1, \
"The children count of the Prefab Instance's original parent should be decreased by 1."
assert not container_entity_id_before_reparent in original_parent_after_reparent_children_ids, \
"This Prefab Instance is still a child entity of its original parent entity."
new_parent_after_reparent_children_ids = {child_id.ToString(): child_id for child_id in new_parent.get_children_ids()}
assert len(new_parent_after_reparent_children_ids) == len(new_parent_before_reparent_children_ids) + 1, \
"The children count of the Prefab Instance's new parent should be increased by 1."
after_before_diff = set(new_parent_after_reparent_children_ids.keys()).difference(set(new_parent_before_reparent_children_ids.keys()))
container_entity_id_after_reparent = new_parent_after_reparent_children_ids[after_before_diff.pop()]
reparented_container_entity = EditorEntity(container_entity_id_after_reparent)
reparented_container_entity_parent_id = reparented_container_entity.get_parent_id()
has_correct_parent = reparented_container_entity_parent_id.ToString() == parent_entity_id.ToString()
assert has_correct_parent, "Prefab Instance reparented is *not* under the expected parent entity"
current_instance_prefab = Prefab.get_prefab(self.prefab_file_name)
current_instance_prefab.instances.remove(self)
self.container_entity = reparented_container_entity
current_instance_prefab.instances.add(self)
# This is a helper class which contains some of the useful information about a prefab template.
class Prefab:
existing_prefabs = {}
def __init__(self, file_path: str):
self.file_path: str = get_prefab_file_path(file_path)
self.instances: set[PrefabInstance] = set()
@classmethod
def is_prefab_loaded(cls, file_path: str) -> bool:
"""
Check if a prefab is ready to be used to generate its instances.
:param file_path: A unique file path of the target prefab.
:return: Whether the target prefab is loaded or not.
"""
return file_path in Prefab.existing_prefabs
@classmethod
def prefab_exists(cls, file_path: str) -> bool:
"""
Check if a prefab exists in the directory for files of prefab tests.
:param file_name: A unique file name of the target prefab.
:return: Whether the target prefab exists or not.
"""
return path.exists(get_prefab_file_path(file_path))
@classmethod
def get_prefab(cls, file_name: str) -> Prefab:
"""
Return a prefab which can be used immediately.
:param file_name: A unique file name of the target prefab.
:return: The prefab with given file name.
"""
assert file_name, "Received an empty file_name"
if Prefab.is_prefab_loaded(file_name):
return Prefab.existing_prefabs[file_name]
else:
assert Prefab.prefab_exists(file_name), f"Attempted to get a prefab \"{file_name}\" that doesn't exist"
new_prefab = Prefab(file_name)
Prefab.existing_prefabs[file_name] = Prefab(file_name)
return new_prefab
@classmethod
def create_prefab(cls, entities: list[EditorEntity], file_name: str, prefab_instance_name: str=None) -> tuple(Prefab, PrefabInstance):
"""
Create a prefab in memory and return it. The very first instance of this prefab will also be created.
:param entities: The entities that should form the new prefab (along with their descendants).
:param file_name: A unique file name of new prefab.
:param prefab_instance_name: A name for the very first instance generated while prefab creation. The default instance name is the same as file_name.
:return: Created Prefab object and the very first PrefabInstance object owned by the prefab.
"""
assert not Prefab.is_prefab_loaded(file_name), f"Can't create Prefab '{file_name}' since the prefab already exists"
new_prefab = Prefab(file_name)
entity_ids = [entity.id for entity in entities]
create_prefab_result = prefab.PrefabPublicRequestBus(bus.Broadcast, 'CreatePrefabInMemory', entity_ids, new_prefab.file_path)
assert create_prefab_result.IsSuccess(), f"Prefab operation 'CreatePrefab' failed. Error: {create_prefab_result.GetError()}"
container_entity_id = create_prefab_result.GetValue()
container_entity = EditorEntity(container_entity_id)
children_entity_ids = container_entity.get_children_ids()
assert len(children_entity_ids) == len(entities), f"Entity count of created prefab instance does *not* match the count of given entities."
if prefab_instance_name:
container_entity.set_name(prefab_instance_name)
wait_for_propagation()
new_prefab_instance = PrefabInstance(file_name, EditorEntity(container_entity_id))
new_prefab.instances.add(new_prefab_instance)
Prefab.existing_prefabs[file_name] = new_prefab
return new_prefab, new_prefab_instance
@classmethod
def remove_prefabs(cls, prefab_instances: list[PrefabInstance]):
"""
Remove target prefab instances.
:param prefab_instances: Instances to be removed.
"""
entity_ids_to_remove = []
entity_id_queue = [prefab_instance.container_entity for prefab_instance in prefab_instances]
while entity_id_queue:
entity = entity_id_queue.pop(0)
children_entity_ids = entity.get_children_ids()
for child_entity_id in children_entity_ids:
entity_id_queue.append(EditorEntity(child_entity_id))
entity_ids_to_remove.append(entity.id)
container_entity_ids = [prefab_instance.container_entity.id for prefab_instance in prefab_instances]
delete_prefab_result = prefab.PrefabPublicRequestBus(bus.Broadcast, 'DeleteEntitiesAndAllDescendantsInInstance', container_entity_ids)
assert delete_prefab_result.IsSuccess(), f"Prefab operation 'DeleteEntitiesAndAllDescendantsInInstance' failed. Error: {delete_prefab_result.GetError()}"
wait_for_propagation()
entity_ids_after_delete = set(get_all_entity_ids())
for entity_id_removed in entity_ids_to_remove:
if entity_id_removed in entity_ids_after_delete:
assert False, "Not all entities and descendants in target prefabs are deleted."
for instance in prefab_instances:
instance_deleted_prefab = Prefab.get_prefab(instance.prefab_file_name)
instance_deleted_prefab.instances.remove(instance)
instance = PrefabInstance()
@classmethod
def duplicate_prefabs(cls, prefab_instances: list[PrefabInstance]):
"""
Duplicate target prefab instances.
:param prefab_instances: Instances to be duplicated.
:return: PrefabInstance objects of given prefab instances' duplicates.
"""
assert prefab_instances, "Input list of prefab instances should *not* be empty."
common_parent = EditorEntity(prefab_instances[0].container_entity.get_parent_id())
common_parent_children_ids_before_duplicate = set([child_id.ToString() for child_id in common_parent.get_children_ids()])
container_entity_ids = [prefab_instance.container_entity.id for prefab_instance in prefab_instances]
duplicate_prefab_result = prefab.PrefabPublicRequestBus(bus.Broadcast, 'DuplicateEntitiesInInstance', container_entity_ids)
assert duplicate_prefab_result.IsSuccess(), f"Prefab operation 'DuplicateEntitiesInInstance' failed. Error: {duplicate_prefab_result.GetError()}"
wait_for_propagation()
duplicate_container_entity_ids = duplicate_prefab_result.GetValue()
common_parent_children_ids_after_duplicate = set([child_id.ToString() for child_id in common_parent.get_children_ids()])
assert set([container_entity_id.ToString() for container_entity_id in container_entity_ids]).issubset(common_parent_children_ids_after_duplicate), \
"Provided prefab instances are *not* the children of their common parent anymore after duplication."
assert common_parent_children_ids_before_duplicate.issubset(common_parent_children_ids_after_duplicate), \
"Some children of provided entities' common parent before duplication are *not* the children of the common parent anymore after duplication."
assert len(common_parent_children_ids_after_duplicate) == len(common_parent_children_ids_before_duplicate) + len(prefab_instances), \
"The children count of the given prefab instances' common parent entity is *not* increased to the expected number."
assert EditorEntity(duplicate_container_entity_ids[0]).get_parent_id().ToString() == common_parent.id.ToString(), \
"Provided prefab instances' parent should be the same as duplicates' parent."
duplicate_instances = []
for duplicate_container_entity_id in duplicate_container_entity_ids:
prefab_file_path = prefab.PrefabPublicRequestBus(bus.Broadcast, 'GetOwningInstancePrefabPath', duplicate_container_entity_id)
assert prefab_file_path, "Returned file path should *not* be empty."
prefab_file_name = Path(prefab_file_path).stem
duplicate_instance_prefab = Prefab.get_prefab(prefab_file_name)
duplicate_instance = PrefabInstance(prefab_file_path, EditorEntity(duplicate_container_entity_id))
duplicate_instance_prefab.instances.add(duplicate_instance)
duplicate_instances.append(duplicate_instance)
return duplicate_instances
@classmethod
def detach_prefab(cls, prefab_instance: PrefabInstance):
"""
Detach target prefab instance.
:param prefab_instances: Instance to be detached.
"""
parent = EditorEntity(prefab_instance.container_entity.get_parent_id())
parent_children_ids_before_detach = set([child_id.ToString() for child_id in parent.get_children_ids()])
assert prefab_instance.has_editor_prefab_component(), f"Container entity should have EditorPrefabComponent before detachment."
detach_prefab_result = prefab.PrefabPublicRequestBus(bus.Broadcast, 'DetachPrefab', prefab_instance.container_entity.id)
assert detach_prefab_result.IsSuccess(), f"Prefab operation 'DetachPrefab' failed. Error: {detach_prefab_result.GetError()}"
assert not prefab_instance.has_editor_prefab_component(), f"Container entity should *not* have EditorPrefabComponent after detachment."
parent_children_ids_after_detach = set([child_id.ToString() for child_id in parent.get_children_ids()])
assert prefab_instance.container_entity.id.ToString() in parent_children_ids_after_detach, \
"Target prefab instance's container entity id should still exists after the detachment and before the propagation."
assert len(parent_children_ids_after_detach) == len(parent_children_ids_before_detach), \
"Parent entity should still keep the same amount of children entities."
wait_for_propagation()
instance_owner_prefab = Prefab.get_prefab(prefab_instance.prefab_file_name)
instance_owner_prefab.instances.remove(prefab_instance)
prefab_instance = PrefabInstance()
def instantiate(self, parent_entity: EditorEntity=None, name: str=None, prefab_position: Vector3=Vector3()) -> PrefabInstance:
"""
Instantiate an instance of this prefab.
:param parent_entity: The entity the prefab should be a child of in the transform hierarchy.
:param name: A name for newly instantiated prefab instance. The default instance name is the same as this prefab's file name.
:param prefab_position: The position in world space the prefab should be instantiated in.
:return: Instantiated PrefabInstance object owned by this prefab.
"""
parent_entity_id = parent_entity.id if parent_entity is not None else EntityId()
instantiate_prefab_result = prefab.PrefabPublicRequestBus(
bus.Broadcast, 'InstantiatePrefab', self.file_path, parent_entity_id, prefab_position)
assert instantiate_prefab_result.IsSuccess(), f"Prefab operation 'InstantiatePrefab' failed. Error: {instantiate_prefab_result.GetError()}"
container_entity_id = instantiate_prefab_result.GetValue()
container_entity = EditorEntity(container_entity_id)
if name:
container_entity.set_name(name)
wait_for_propagation()
new_prefab_instance = PrefabInstance(self.file_path, EditorEntity(container_entity_id))
assert not new_prefab_instance in self.instances, "This prefab instance is already existed before this instantiation."
self.instances.add(new_prefab_instance)
assert new_prefab_instance.is_at_position(prefab_position), "This prefab instance is *not* at expected position."
return new_prefab_instance
@@ -149,7 +149,6 @@ class TestHelper:
general.idle_wait(1.0)
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
@@ -525,10 +525,6 @@ class TestAutomation(TestAutomationBase):
from .tests.joints import Joints_BallNoLimitsConstrained as test_module
self._run_test(request, workspace, editor, test_module)
def test_Joints_FixedLeadFollowerCollide(self, request, workspace, editor, launcher_platform):
from .tests.joints import Joints_FixedLeadFollowerCollide as test_module
self._run_test(request, workspace, editor, test_module)
def test_Joints_GlobalFrameConstrained(self, request, workspace, editor, launcher_platform):
from .tests.joints import Joints_GlobalFrameConstrained as test_module
self._run_test(request, workspace, editor, test_module)
@@ -9,20 +9,17 @@ import pytest
import sys
import ly_test_tools.environment.file_system as fs
from .FileManagement import FileManagement as fm
from .utils.FileManagement import FileManagement as fm
sys.path.append(os.path.dirname(os.path.abspath(__file__)) + '/../automatedtesting_shared')
from .base import TestAutomationBase
from base import TestAutomationBase
@pytest.mark.parametrize("platform", ["win_x64_vs2017"])
@pytest.mark.parametrize("configuration", ["profile"])
@pytest.mark.parametrize("spec", ["all"])
@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
@pytest.mark.parametrize("project", ["AutomatedTesting"])
class TestUtils(TestAutomationBase):
@fm.file_revert("UtilTest_Physmaterial_Editor_TestLibrary.physmaterial", r"AutomatedTesting\Levels\Physics\Physmaterial_Editor_Test")
def test_physmaterial_editor(self, request, workspace, editor):
def test_physmaterial_editor(self, request, workspace, launcher_platform, editor):
"""
Tests functionality of physmaterial editing utility
:param workspace: Fixture containing platform and project detail
@@ -35,11 +32,11 @@ class TestUtils(TestAutomationBase):
unexpected_lines = ["Assert"]
self._run_test(request, workspace, editor, physmaterial_editor_test_module, expected_lines, unexpected_lines)
def test_UtilTest_Tracer_PicksErrorsAndWarnings(self, request, workspace, editor):
def test_UtilTest_Tracer_PicksErrorsAndWarnings(self, request, workspace, launcher_platform, editor):
from .utils import UtilTest_Tracer_PicksErrorsAndWarnings as testcase_module
self._run_test(request, workspace, editor, testcase_module, [], [])
def test_FileManagement_FindingFiles(self, workspace):
def test_FileManagement_FindingFiles(self, workspace, launcher_platform):
"""
Tests the functionality of "searching for files" with FileManagement._find_files()
:param workspace: ly_test_tools workspace fixture
@@ -110,7 +107,7 @@ class TestUtils(TestAutomationBase):
find_me_too_path, found_me["FindMeToo.txt"]
)
def test_FileManagement_FileBackup(self, workspace):
def test_FileManagement_FileBackup(self, workspace, launcher_platform):
"""
Tests the functionality of the file back up system via the FileManagement class
:param workspace: ly_test_tools workspace fixture
@@ -167,7 +164,7 @@ class TestUtils(TestAutomationBase):
del file_map[target_file_path]
fm._save_file_map(file_map)
def test_FileManagement_FileRestoration(self, workspace):
def test_FileManagement_FileRestoration(self, workspace, launcher_platform):
"""
Tests the restore file system via the FileManagement class
:param workspace: ly_test_tools workspace fixture
@@ -261,7 +258,7 @@ class TestUtils(TestAutomationBase):
["FindMe.txt", "FindMeToo.txt"], parent_path=r"AutomatedTesting\levels\Utils\Managed_files", search_subdirs=True
)
@fm.file_override("default.physxconfiguration", "UtilTest_PhysxConfig_Override.physxconfiguration")
def test_UtilTest_Managed_Files(self, request, workspace, editor):
def test_UtilTest_Managed_Files(self, request, workspace, editor, launcher_platform):
from .utils import UtilTest_Managed_Files as test_module
expected_lines = []
@@ -126,7 +126,7 @@ def ForceRegion_LinearDampingForceOnRigidBodies():
# Constants
CLOSE_ENOUGH = 0.001
TIME_OUT = 3.0
TIME_OUT = 10.0
INITIAL_VELOCITY = azmath.Vector3(0.0, 0.0, -10.0)
# 1) Open level / Enter game mode
@@ -82,7 +82,7 @@ def ForceRegion_SplineRegionWithModifiedTransform():
import azlmbr.bus as bus
# region Constants
TIMEOUT = 5.0
TIMEOUT = 10.0
MIN_TRIGGER_DISTANCE = 2.0
# endregion
@@ -77,7 +77,7 @@ def ForceRegion_ZeroPointForceDoesNothing():
helper.init_idle()
TIMEOUT_SECONDS = 3.0
TIMEOUT_SECONDS = 5.0
X_Y_Z_TOLERANCE = 1.5
REGION_HEIGHT = 3.0
TERRAIN_HEIGHT = 32.0
@@ -45,8 +45,13 @@ class JointEntity:
# Entity class that sets a flag when an instance receives collision events.
class JointEntityCollisionAware(JointEntity):
def on_collision_begin(self, args):
if not self.collided:
self.collided = True
self.collided = True
def on_collision_persist(self, args):
self.collided = True
def on_collision_end(self, args):
self.collided = True
def __init__(self, name):
self.id = general.find_game_entity(name)
@@ -58,3 +63,5 @@ class JointEntityCollisionAware(JointEntity):
self.handler = azlmbr.physics.CollisionNotificationBusHandler()
self.handler.connect(self.id)
self.handler.add_callback("OnCollisionBegin", self.on_collision_begin)
self.handler.add_callback("OnCollisionPresist", self.on_collision_persist)
self.handler.add_callback("OnCollisionEnd", self.on_collision_end)
@@ -52,9 +52,6 @@ def Joints_BallLeadFollowerCollide():
from editor_python_test_tools.utils import Report
from editor_python_test_tools.utils import TestHelper as helper
import azlmbr.legacy.general as general
import azlmbr.bus
from JointsHelper import JointEntityCollisionAware
# Helper Entity class - self.collided flag is set when instance receives collision event.
@@ -75,17 +72,12 @@ def Joints_BallLeadFollowerCollide():
lead = Entity("lead")
follower = Entity("follower")
# 4) Wait for several seconds
general.idle_wait(2.0) # wait for lead and follower to move
# 4) Wait for collision between lead and follower or timeout
Report.critical_result(Tests.check_collision_happened, helper.wait_for_condition(lambda: lead.collided and follower.collided, 10.0))
# 5) Check to see if lead and follower behaved as expected
Report.critical_result(Tests.check_collision_happened, lead.collided and follower.collided)
# 6) Exit Game Mode
# 5) Exit Game Mode
helper.exit_game_mode(Tests.exit_game_mode)
if __name__ == "__main__":
from editor_python_test_tools.utils import Report
Report.start_test(Joints_BallLeadFollowerCollide)

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