Merge branch 'development' into cmake/SPEC-7484

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/ConfigGroup.cpp
#	Code/Editor/ControlMRU.cpp
#	Code/Editor/CryEdit.cpp
#	Code/Editor/CryEdit.h
#	Code/Editor/IEditorImpl.cpp
#	Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/GameController.cpp
This commit is contained in:
Esteban Papp
2021-08-10 09:23:34 -07:00
1040 changed files with 29662 additions and 44251 deletions
+3 -11
View File
@@ -159,18 +159,10 @@ void CCommentNodeAnimator::Render(CTrackViewAnimNode* pNode, [[maybe_unused]] co
}
}
Vec2 CCommentNodeAnimator::GetScreenPosFromNormalizedPos(const Vec2& unitPos)
Vec2 CCommentNodeAnimator::GetScreenPosFromNormalizedPos(const Vec2&)
{
const CCamera& cam = gEnv->pSystem->GetViewCamera();
float width = (float)cam.GetViewSurfaceX();
int height = cam.GetViewSurfaceZ();
float fAspectRatio = gSettings.viewports.fDefaultAspectRatio;
float camWidth = height * fAspectRatio;
float x = 0.5f * width + 0.5f * camWidth * unitPos.x;
float y = 0.5f * height * (1.f - unitPos.y);
return Vec2(x, y);
AZ_Error("CryLegacy", false, "CCommentNodeAnimator::GetScreenPosFromNormalizedPos not supported");
return Vec2(0, 0);
}
void CCommentNodeAnimator::DrawText(const char* szFontName, float fSize, const Vec2& unitPos, const ColorF col, const char* szText, int align)
@@ -44,7 +44,12 @@ namespace
{
const int g_useActiveViewportResolution = -1; // reserved value to indicate the use of the active viewport resolution
int resolutions[][2] = {
{ 1280, 720 }, { 1920, 1080 }, { 1998, 1080 }, { 2048, 858 }, { 2560, 1440 },
{1280, 720},
{1920, 1080},
{1998, 1080},
{2048, 858},
{2560, 1440},
{3840, 2160},
{ g_useActiveViewportResolution, g_useActiveViewportResolution } // active viewport res must be the last element of the resolution array
};
@@ -1066,6 +1071,10 @@ void CSequenceBatchRenderDialog::OnUpdateEnd(IAnimSequence* sequence)
{
GetIEditor()->GetMovieSystem()->DisableFixedStepForCapture();
// Important: End batch render mode BEFORE leaving Game Mode.
// Otherwise track view will set the active camera based on the directors in the current sequence while leaving game mode
GetIEditor()->GetMovieSystem()->EnableBatchRenderMode(false);
GetIEditor()->GetMovieSystem()->RemoveMovieListener(sequence, this);
GetIEditor()->SetInGameMode(false);
GetIEditor()->GetGameEngine()->Update(); // Update is needed because SetInGameMode() queues game mode, Update() executes it.
@@ -1185,7 +1194,6 @@ void CSequenceBatchRenderDialog::OnUpdateFinalize()
m_ui->m_pGoBtn->setText(tr("Start"));
m_ui->m_pGoBtn->setIcon(QPixmap(":/Trackview/clapperboard_ready.png"));
GetIEditor()->GetMovieSystem()->EnableBatchRenderMode(false);
m_renderContext.currentItemIndex = -1;
m_ui->BATCH_RENDER_PRESS_ESC_TO_CANCEL->setText(m_ffmpegPluginStatusMsg);
+1 -1
View File
@@ -27,13 +27,13 @@
#include <CryCommon/Maestro/Types/AnimNodeType.h>
#include <CryCommon/Maestro/Types/AnimValueType.h>
#include <CryCommon/Maestro/Types/AnimParamType.h>
#include <CryCommon/MathConversion.h>
// Editor
#include "AnimationContext.h"
#include "Clipboard.h"
#include "CommentNodeAnimator.h"
#include "DirectorNodeAnimator.h"
#include "RenderViewport.h"
#include "ViewManager.h"
#include "Include/IObjectManager.h"
#include "Objects/GizmoManager.h"