Updated remaining Project Configurator references to Project Manager.

Signed-off-by: Chris Galvan <chgalvan@amazon.com>
This commit is contained in:
Chris Galvan
2021-08-30 09:43:11 -05:00
parent b065837450
commit dbf12ae697
10 changed files with 11 additions and 11 deletions
@@ -126,9 +126,9 @@ namespace AzFramework
* 1. Key exists, value is identical -> do nothing * 1. Key exists, value is identical -> do nothing
* This can occur if a user modifies a config file while the tooling is open. * This can occur if a user modifies a config file while the tooling is open.
* Example: * Example:
* 1) Load Project Configurator. * 1) Load Project Manager.
* 2) Modify your bootstrap.cfg to a different project. * 2) Modify your bootstrap.cfg to a different project.
* 3) Tell Project Configurator to set your project to the project you set in #2. * 3) Tell Project Manager to set your project to the project you set in #2.
* 2. Key exists, value is missing -> stomps over key with new key value pair. * 2. Key exists, value is missing -> stomps over key with new key value pair.
* 3. Key exists, value is different -> stomps over key with new key value pair. Ignores previous values. * 3. Key exists, value is different -> stomps over key with new key value pair. Ignores previous values.
* 4. Key does not exist, header is not required -> insert "key=value" at the end of file. * 4. Key does not exist, header is not required -> insert "key=value" at the end of file.
@@ -19,7 +19,7 @@ namespace AZ
{ {
// Scene system components are components that can be used to create system components // Scene system components are components that can be used to create system components
// in situations where the full initialization and/or construction of regular // in situations where the full initialization and/or construction of regular
// system components don't apply such as in the Project Configurator's advanced // system components don't apply such as in the Project Manager's advanced
// settings and the ResourceCompilerScene. // settings and the ResourceCompilerScene.
class SCENE_CORE_CLASS SceneSystemComponent class SCENE_CORE_CLASS SceneSystemComponent
: public AZ::Component : public AZ::Component
+1 -1
View File
@@ -137,7 +137,7 @@ namespace AZ
// Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs // Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs
// to explicitly load and reflect the SceneAPI libraries to discover the available extension, while // to explicitly load and reflect the SceneAPI libraries to discover the available extension, while
// Gems with system components need to do the same in the Project Configurator. // Gems with system components need to do the same in the Project Manager.
if (context && (context->IsRemovingReflection() || !context->FindClassData(AZ::SceneAPI::DataTypes::IGroup::TYPEINFO_Uuid()))) if (context && (context->IsRemovingReflection() || !context->FindClassData(AZ::SceneAPI::DataTypes::IGroup::TYPEINFO_Uuid())))
{ {
AZ::SceneAPI::DataTypes::IManifestObject::Reflect(context); AZ::SceneAPI::DataTypes::IManifestObject::Reflect(context);
@@ -49,7 +49,7 @@ namespace AZ
{ {
// Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs // Check if this library hasn't already been reflected. This can happen as the ResourceCompilerScene needs
// to explicitly load and reflect the SceneAPI libraries to discover the available extension, while // to explicitly load and reflect the SceneAPI libraries to discover the available extension, while
// Gems with system components need to do the same in the Project Configurator. // Gems with system components need to do the same in the Project Manager.
if (!context->IsRemovingReflection() && context->FindClassData(SceneData::MeshGroup::TYPEINFO_Uuid())) if (!context->IsRemovingReflection() && context->FindClassData(SceneData::MeshGroup::TYPEINFO_Uuid()))
{ {
return; return;
@@ -71,7 +71,7 @@ namespace EMotionFX
} }
else else
{ {
m_dock->setWidget(CreateErrorContentWidget("Cloth collider editor depends on the NVIDIA Cloth gem. Please enable it in the project configurator.")); m_dock->setWidget(CreateErrorContentWidget("Cloth collider editor depends on the NVIDIA Cloth gem. Please enable it in the Project Manager."));
} }
return true; return true;
@@ -57,7 +57,7 @@ namespace EMotionFX
} }
else else
{ {
m_dock->setWidget(CreateErrorContentWidget("Hit detection collider editor depends on the PhysX gem. Please enable it in the project configurator.")); m_dock->setWidget(CreateErrorContentWidget("Hit detection collider editor depends on the PhysX gem. Please enable it in the Project Manager."));
} }
return true; return true;
@@ -86,7 +86,7 @@ namespace EMotionFX
} }
else else
{ {
m_dock->setWidget(CreateErrorContentWidget("Ragdoll editor depends on the PhysX gem. Please enable it in the project configurator.")); m_dock->setWidget(CreateErrorContentWidget("Ragdoll editor depends on the PhysX gem. Please enable it in the Project Manager."));
} }
return true; return true;
@@ -389,7 +389,7 @@ namespace EMotionFX
{ {
QLabel* noColliders = new QLabel( QLabel* noColliders = new QLabel(
"To adjust the properties of the Simulated Object Colliders, " "To adjust the properties of the Simulated Object Colliders, "
"enable the PhysX gem via the Project Configurator"); "enable the PhysX gem via the Project Manager");
colliderWidgetLayout->addWidget(noColliders); colliderWidgetLayout->addWidget(noColliders);
} }
@@ -42,7 +42,7 @@ namespace SceneLoggingExample
} }
// In this example, no system components are added. You can use system components // In this example, no system components are added. You can use system components
// to set global settings for this gem from the Project Configurator. // to set global settings for this gem from the Project Manager.
// For functionality that should always be available to the SceneAPI, we recommend // For functionality that should always be available to the SceneAPI, we recommend
// that you use a BehaviorComponent instead. // that you use a BehaviorComponent instead.
AZ::ComponentTypeList GetRequiredSystemComponents() const override AZ::ComponentTypeList GetRequiredSystemComponents() const override
@@ -34,7 +34,7 @@ namespace AZ
ActivateSceneModule(SceneProcessing::s_sceneDataModule); ActivateSceneModule(SceneProcessing::s_sceneDataModule);
ActivateSceneModule(SceneProcessing::s_sceneBuilderModule); ActivateSceneModule(SceneProcessing::s_sceneBuilderModule);
// Defaults in case there's no config setup in the Project Configurator. // Defaults in case there's no config setup in the Project Manager.
m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]1(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh1", true)); m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]1(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh1", true));
m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]2(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh2", true)); m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]2(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh2", true));
m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]3(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh3", true)); m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Ll][Oo][Dd]3(_optimized)?$", PatternMatcher::MatchApproach::Regex, "LODMesh3", true));