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"
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Steve Pham 5 years ago committed by GitHub
parent 4278013f06
commit f91ba1a80b
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@ -1,34 +0,0 @@
CryEngine tips of the day
You can toggle snap to grid by pressing G.
Ctrl+Shift+Clicking somewhere with an object selected quickly moves the object to that position when in move mode.
Pressing M will open the material editor.
Show and Hide helpers is bound to Shift + Space by default.
Enable AI/Physics is bound to Ctrl + P by default.
You can save a viewport location by pressing Ctrl + F1 through f12 and go to that position using Shift + F1 through F12.
You can link objects together by using the link command on the top menu of the editor.
Pressing 1 through 5 on the keyboard will cycle through brush operations such as move or scale.
You can simply bind keyboard shortcuts to editor functions by going to Tools --> Customize Keyboard.
Pressing H will hide the selected objects, Ctrl-H will unhide all hidden objects.
Pressing F will freeze the selected objects, Ctrl-F will unfreeze all frozen objects.
Pressing F3 will toggle wireframe view.
Camera/terrain collision can be toggled using Q.
You can restart the Editor by pressing the restart button on your PC.
Pressing Ctrl-C with an object selected will clone that object.
Toggle the console by pressing the tilde (~) key.
You can dock windows by dragging them onto the blue helpers that appear when you grab a window by the titlebar.
You can select materials by clicking on the dropper icon in the material editor and then clicking on the material you wish to select.
You can right click on the previewer in the material editor and change the model to different shapes and background colors.
Materials can be saved in the local level folder for re-distribution.
Always keep your level free of errors and immidiately fix errors reported by the error report screen when you load your level.
You must always export to engine before you can run it in pure game mode. (File --> Export to engine)
You must re-triangulate AI before playing your level in game mode. (AI --> Generate all navigation)
You must always re-generate surface textures after you finish painting the terrain. (File --> Regenerate surface textures)
Press Ctrl-G or F12 to go into the Game mode, ESC to return to Editing mode.
Quickly rebuild a level (without regenerating the ground texture) by pressing Ctrl-E.
Hold down the third mouse button and drag to move the camera up and down.
Missing objects are represented by a bright yellow sphere.
Hold Alt + Middle Mouse button to rotate around an object.
Select multiple objects by holding Ctrl.
You can place multiple instances of vegetation by holding Shift and clicking on the terrain.
A number of useful commands can be found in Tools --> User commands. This can also be dragged and docked to the main window.

@ -33,13 +33,13 @@ BEGIN
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Amazon.com, Inc."
VALUE "FileDescription", "Lumberyard Editor"
VALUE "CompanyName", "Open 3D Foundation"
VALUE "FileDescription", "O3DE Editor"
VALUE "FileVersion", "0.1.0.1"
VALUE "InternalName", "Editor"
VALUE "LegalCopyright", "Portions of this file Copyright (c) Amazon.com, Inc. or its affiliates. All Rights Reserved. Original file Copyright (c) Crytek GMBH. Used under license by Amazon.com, Inc. and its affiliates."
VALUE "OriginalFilename", "Editor.exe"
VALUE "ProductName", "Lumberyard Editor"
VALUE "ProductName", "O3DE Editor"
VALUE "ProductVersion", "0.1.0.1"
END
END

@ -81,10 +81,10 @@ BEGIN
BEGIN
BLOCK "000904b0"
BEGIN
VALUE "CompanyName", "Amazon.com, Inc."
VALUE "CompanyName", "Open 3D Foundation"
VALUE "FileVersion", "1, 0, 0, 1"
VALUE "LegalCopyright", "Portions of this file Copyright (c) Amazon.com, Inc. or its affiliates. All Rights Reserved. Original file Copyright (c) Crytek GMBH. Used under license by Amazon.com, Inc. and its affiliates."
VALUE "ProductName", "Lumberyard"
VALUE "ProductName", "O3DE"
VALUE "ProductVersion", "1, 0, 0, 1"
END
END

@ -1,22 +0,0 @@
{
"none": {
"Source": [
"Source/MultiplayerCompression_precompiled.cpp",
"Source/MultiplayerCompression_precompiled.h"
]
},
"auto": {
"Include": [
"Include/MultiplayerCompression/MultiplayerCompressionBus.h"
],
"Source": [
"Source/LZ4Compressor.cpp",
"Source/LZ4Compressor.h",
"Source/MultiplayerCompressionFactory.cpp",
"Source/MultiplayerCompressionFactory.h",
"Source/MultiplayerCompressionModule.cpp",
"Source/MultiplayerCompressionSystemComponent.cpp",
"Source/MultiplayerCompressionSystemComponent.h"
]
}
}

@ -1,7 +0,0 @@
{
"auto": {
"Tests": [
"Tests/MultiplayerCompressionTest.cpp"
]
}
}

@ -1,23 +0,0 @@
########################################################################################
# All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
# its licensors.
#
# For complete copyright and license terms please see the LICENSE at the root of this
# distribution (the "License"). All use of this software is governed by the License,
# or, if provided, by the license below or the license accompanying this file. Do not
# remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
#
########################################################################################
def build(bld):
bld.DefineGem(
# Add custom build options here
includes = [bld.Path('Code/CryEngine/CryAction'),
bld.Path('Code/CryEngine/CryCommon')],
export_includes = [bld.Path('Gems/MultiplayerCompression/Code/Include')],
uselib = ['LZ4'],
defines = ['ENABLE_MULTIPLAYER_COMPRESSION'],
file_list = ['multiplayercompression.waf_files'],
)
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