Merge branch 'stabilization/2106' into mbalfour/gitflow_210622
# Conflicts: # Code/Framework/AzQtComponents/AzQtComponents/Components/Style.cpp # Code/Framework/AzToolsFramework/AzToolsFramework/Viewport/ViewportMessages.h # Gems/AWSCore/Code/Source/Editor/UI/AWSCoreEditorMenu.cpp
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@@ -1,34 +0,0 @@
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CryEngine tips of the day
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You can toggle snap to grid by pressing G.
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Ctrl+Shift+Clicking somewhere with an object selected quickly moves the object to that position when in move mode.
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Pressing M will open the material editor.
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Show and Hide helpers is bound to Shift + Space by default.
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Enable AI/Physics is bound to Ctrl + P by default.
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You can save a viewport location by pressing Ctrl + F1 through f12 and go to that position using Shift + F1 through F12.
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You can link objects together by using the link command on the top menu of the editor.
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Pressing 1 through 5 on the keyboard will cycle through brush operations such as move or scale.
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You can simply bind keyboard shortcuts to editor functions by going to Tools --> Customize Keyboard.
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Pressing H will hide the selected objects, Ctrl-H will unhide all hidden objects.
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Pressing F will freeze the selected objects, Ctrl-F will unfreeze all frozen objects.
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Pressing F3 will toggle wireframe view.
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Camera/terrain collision can be toggled using Q.
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You can restart the Editor by pressing the restart button on your PC.
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Pressing Ctrl-C with an object selected will clone that object.
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Toggle the console by pressing the tilde (~) key.
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You can dock windows by dragging them onto the blue helpers that appear when you grab a window by the titlebar.
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You can select materials by clicking on the dropper icon in the material editor and then clicking on the material you wish to select.
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You can right click on the previewer in the material editor and change the model to different shapes and background colors.
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Materials can be saved in the local level folder for re-distribution.
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Always keep your level free of errors and immidiately fix errors reported by the error report screen when you load your level.
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You must always export to engine before you can run it in pure game mode. (File --> Export to engine)
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You must re-triangulate AI before playing your level in game mode. (AI --> Generate all navigation)
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You must always re-generate surface textures after you finish painting the terrain. (File --> Regenerate surface textures)
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Press Ctrl-G or F12 to go into the Game mode, ESC to return to Editing mode.
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Quickly rebuild a level (without regenerating the ground texture) by pressing Ctrl-E.
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Hold down the third mouse button and drag to move the camera up and down.
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Missing objects are represented by a bright yellow sphere.
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Hold Alt + Middle Mouse button to rotate around an object.
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Select multiple objects by holding Ctrl.
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You can place multiple instances of vegetation by holding Shift and clicking on the terrain.
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A number of useful commands can be found in Tools --> User commands. This can also be dragged and docked to the main window.
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@@ -14679,6 +14679,25 @@ An Entity can be selected by using the pick button, or by dragging an Entity fro
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<translation></translation>
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</message>
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</context>
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<context>
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<name>Method: NetBindComponent</name>
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<message id="NETBINDCOMPONENT_ISNETENTITYROLEAUTHORITY_TOOLTIP">
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<source>NETBINDCOMPONENT_ISNETENTITYROLEAUTHORITY_TOOLTIP</source>
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<translation>Returns true if this network entity is an authoritative proxy on a server (full authority); otherwise false.</translation>
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</message>
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<message id="NETBINDCOMPONENT_ISNETENTITYROLEAUTONOMOUS_TOOLTIP">
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<source>NETBINDCOMPONENT_ISNETENTITYROLEAUTONOMOUS_TOOLTIP</source>
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<translation>Returns true if this network entity is an autonomous proxy on a client (can execute local prediction) or if this network entity is an authoritative proxy on a server but has autonomous privileges (ie: a host who is also a player); otherwise false.</translation>
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</message>
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<message id="NETBINDCOMPONENT_ISNETENTITYROLECLIENT_TOOLTIP">
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<source>NETBINDCOMPONENT_ISNETENTITYROLECLIENT_TOOLTIP</source>
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<translation>Returns true if this network entity is a simulated proxy on a client; otherwise false.</translation>
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</message>
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<message id="NETBINDCOMPONENT_ISNETENTITYROLESERVER_TOOLTIP">
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<source>NETBINDCOMPONENT_ISNETENTITYROLESERVER_TOOLTIP</source>
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<translation>Returns true if this network entity is a simulated proxy on a server (ie: a different server may own this entity, but the entity has been replicated to this server; otherwise false.</translation>
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</message>
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</context>
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<context>
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<name>Method: Math</name>
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<message id="MATH_NAME">
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