Minor pre-license update cleanup of files (#1437)
- Remove legacy CryEngine.tip file - Remove legacy WAF files - Renamed Lumberyard to O3DE - Updating "Amazon.com" to "Open 3D Foundation"main
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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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{
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"none": {
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"Source": [
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"Source/MultiplayerCompression_precompiled.cpp",
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"Source/MultiplayerCompression_precompiled.h"
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]
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},
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"auto": {
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"Include": [
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"Include/MultiplayerCompression/MultiplayerCompressionBus.h"
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],
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"Source": [
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"Source/LZ4Compressor.cpp",
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"Source/LZ4Compressor.h",
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"Source/MultiplayerCompressionFactory.cpp",
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"Source/MultiplayerCompressionFactory.h",
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"Source/MultiplayerCompressionModule.cpp",
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"Source/MultiplayerCompressionSystemComponent.cpp",
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"Source/MultiplayerCompressionSystemComponent.h"
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]
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}
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}
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{
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"auto": {
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"Tests": [
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"Tests/MultiplayerCompressionTest.cpp"
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]
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}
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}
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@ -1,23 +0,0 @@
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########################################################################################
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# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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# its licensors.
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#
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# For complete copyright and license terms please see the LICENSE at the root of this
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# distribution (the "License"). All use of this software is governed by the License,
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# or, if provided, by the license below or the license accompanying this file. Do not
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# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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#
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########################################################################################
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def build(bld):
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bld.DefineGem(
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# Add custom build options here
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includes = [bld.Path('Code/CryEngine/CryAction'),
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bld.Path('Code/CryEngine/CryCommon')],
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export_includes = [bld.Path('Gems/MultiplayerCompression/Code/Include')],
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uselib = ['LZ4'],
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defines = ['ENABLE_MULTIPLAYER_COMPRESSION'],
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file_list = ['multiplayercompression.waf_files'],
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)
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