Updated remaining Project Configurator references to Project Manager.
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
This commit is contained in:
@@ -126,9 +126,9 @@ namespace AzFramework
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* 1. Key exists, value is identical -> do nothing
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* 1. Key exists, value is identical -> do nothing
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* This can occur if a user modifies a config file while the tooling is open.
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* This can occur if a user modifies a config file while the tooling is open.
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* Example:
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* Example:
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* 1) Load Project Configurator.
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* 1) Load Project Manager.
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* 2) Modify your bootstrap.cfg to a different project.
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* 2) Modify your bootstrap.cfg to a different project.
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* 3) Tell Project Configurator to set your project to the project you set in #2.
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* 3) Tell Project Manager to set your project to the project you set in #2.
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* 2. Key exists, value is missing -> stomps over key with new key value pair.
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* 2. Key exists, value is missing -> stomps over key with new key value pair.
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* 3. Key exists, value is different -> stomps over key with new key value pair. Ignores previous values.
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* 3. Key exists, value is different -> stomps over key with new key value pair. Ignores previous values.
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* 4. Key does not exist, header is not required -> insert "key=value" at the end of file.
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* 4. Key does not exist, header is not required -> insert "key=value" at the end of file.
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@@ -19,7 +19,7 @@ namespace AZ
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{
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{
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// Scene system components are components that can be used to create system components
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// Scene system components are components that can be used to create system components
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// in situations where the full initialization and/or construction of regular
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// in situations where the full initialization and/or construction of regular
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// system components don't apply such as in the Project Configurator's advanced
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// system components don't apply such as in the Project Manager's advanced
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// settings and the ResourceCompilerScene.
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// settings and the ResourceCompilerScene.
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class SCENE_CORE_CLASS SceneSystemComponent
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class SCENE_CORE_CLASS SceneSystemComponent
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: public AZ::Component
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: public AZ::Component
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@@ -137,7 +137,7 @@ namespace AZ
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// Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs
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// Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs
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// to explicitly load and reflect the SceneAPI libraries to discover the available extension, while
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// to explicitly load and reflect the SceneAPI libraries to discover the available extension, while
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// Gems with system components need to do the same in the Project Configurator.
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// Gems with system components need to do the same in the Project Manager.
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if (context && (context->IsRemovingReflection() || !context->FindClassData(AZ::SceneAPI::DataTypes::IGroup::TYPEINFO_Uuid())))
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if (context && (context->IsRemovingReflection() || !context->FindClassData(AZ::SceneAPI::DataTypes::IGroup::TYPEINFO_Uuid())))
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{
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{
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AZ::SceneAPI::DataTypes::IManifestObject::Reflect(context);
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AZ::SceneAPI::DataTypes::IManifestObject::Reflect(context);
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@@ -49,7 +49,7 @@ namespace AZ
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{
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{
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// Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs
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// Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs
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// to explicitly load and reflect the SceneAPI libraries to discover the available extension, while
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// to explicitly load and reflect the SceneAPI libraries to discover the available extension, while
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// Gems with system components need to do the same in the Project Configurator.
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// Gems with system components need to do the same in the Project Manager.
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if (!context->IsRemovingReflection() && context->FindClassData(SceneData::MeshGroup::TYPEINFO_Uuid()))
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if (!context->IsRemovingReflection() && context->FindClassData(SceneData::MeshGroup::TYPEINFO_Uuid()))
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{
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{
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return;
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return;
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@@ -71,7 +71,7 @@ namespace EMotionFX
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}
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}
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else
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else
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{
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{
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m_dock->setWidget(CreateErrorContentWidget("Cloth collider editor depends on the NVIDIA Cloth gem. Please enable it in the project configurator."));
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m_dock->setWidget(CreateErrorContentWidget("Cloth collider editor depends on the NVIDIA Cloth gem. Please enable it in the Project Manager."));
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}
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}
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return true;
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return true;
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+1
-1
@@ -57,7 +57,7 @@ namespace EMotionFX
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}
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}
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else
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else
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{
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{
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m_dock->setWidget(CreateErrorContentWidget("Hit detection collider editor depends on the PhysX gem. Please enable it in the project configurator."));
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m_dock->setWidget(CreateErrorContentWidget("Hit detection collider editor depends on the PhysX gem. Please enable it in the Project Manager."));
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}
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}
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return true;
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return true;
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@@ -86,7 +86,7 @@ namespace EMotionFX
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}
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}
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else
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else
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{
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{
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m_dock->setWidget(CreateErrorContentWidget("Ragdoll editor depends on the PhysX gem. Please enable it in the project configurator."));
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m_dock->setWidget(CreateErrorContentWidget("Ragdoll editor depends on the PhysX gem. Please enable it in the Project Manager."));
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}
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}
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return true;
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return true;
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@@ -389,7 +389,7 @@ namespace EMotionFX
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{
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{
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QLabel* noColliders = new QLabel(
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QLabel* noColliders = new QLabel(
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"To adjust the properties of the Simulated Object Colliders, "
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"To adjust the properties of the Simulated Object Colliders, "
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"enable the PhysX gem via the Project Configurator");
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"enable the PhysX gem via the Project Manager");
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colliderWidgetLayout->addWidget(noColliders);
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colliderWidgetLayout->addWidget(noColliders);
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}
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}
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@@ -42,7 +42,7 @@ namespace SceneLoggingExample
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}
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}
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// In this example, no system components are added. You can use system components
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// In this example, no system components are added. You can use system components
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// to set global settings for this gem from the Project Configurator.
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// to set global settings for this gem from the Project Manager.
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// For functionality that should always be available to the SceneAPI, we recommend
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// For functionality that should always be available to the SceneAPI, we recommend
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// that you use a BehaviorComponent instead.
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// that you use a BehaviorComponent instead.
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AZ::ComponentTypeList GetRequiredSystemComponents() const override
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AZ::ComponentTypeList GetRequiredSystemComponents() const override
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+1
-1
@@ -34,7 +34,7 @@ namespace AZ
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ActivateSceneModule(SceneProcessing::s_sceneDataModule);
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ActivateSceneModule(SceneProcessing::s_sceneDataModule);
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ActivateSceneModule(SceneProcessing::s_sceneBuilderModule);
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ActivateSceneModule(SceneProcessing::s_sceneBuilderModule);
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// Defaults in case there's no config setup in the Project Configurator.
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// Defaults in case there's no config setup in the Project Manager.
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m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]1(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh1", true));
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m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]1(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh1", true));
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m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]2(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh2", true));
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m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]2(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh2", true));
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m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]3(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh3", true));
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m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]3(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh3", true));
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