* initial wip change to help resolve EMFX camera viewport issue
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* some updates to add/remove camera input API
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add additional comments and remove some optimize off calls
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* improvements to camera behavior in EMFX editor
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add some tests for add/remove logic for cameras
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* Move "Open pinned Inspector" to separate handler to move it after the Prefab menu items.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Rearrange context menu items, add shortcuts
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix pragma once in header
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Revert casing changes that would cause issues in automated testing.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Updated Launching of Lua Editor to supply the project-path
The Lua Launch logic also uses the AzFramework ProcessLauncher instead
of Qt. This has the benefit of being able to pass arguments as an array
instead of in a single string. Therefore paths with spaces in them also
work.
Tweak the Settings Registry logic to locate the
project-path/engine-path by scanning upwards for a
project.json/engine.json respectively to inject the found paths to the
front of the command line parameters instead of the back.
This has the effect of making sure that command line parameters for the
project-path/engine-path always takes precedence over scanning upwards
for a project.json/engine.json.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed prepend of EngineRoot in CheckProjectPathProvided
The Editor would attempt to validate that the project path supplied via
the command line contained a valid project.json file before contining
the Editor startup flow.
This was taking the engine root path and appending the project path to
it, which works when the project path is absolute
But when the project path is relative it is treated as relative to the
current working directory by the SettingsRegistry, but the logic in the
CheckProjectPathProvided was treating it has relative to the engine
root. Therefore supplying a relative path as part of the Editor.exe
launch command would fail.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed resolving of relative paths to absolute paths in the Editor
The Editor was changing the current working directory to the nearest
ancestor directory containing an `engine.json` file.
This resulted in the ConvertToAbsolutePath function resolving relative
paths to that directory instead of the launch directory of the Editor.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Change the Ctrl+S flow to save the currently focused prefab instead of the root.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Ensure the Outliner is refreshed on save
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Rename ExecuteClosePrefabDialog to be more accurate (the function also does the saving, it's not just creating the dialog).
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Minor changes to labeling.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Adjust labeling to reflect changes in behavior.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Revert labeling changes
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Additional checks to guarantee the system works in test mode
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Additional check to prevent crashes when the editor somehow triggers save during automated tests.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Simplify checks
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Update preferences and dialog labels to reflect new behavior.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Change AtomTressFX passes to write to exsiting DepthLinear buffer instead of creating a new one as output.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Added new api in RPI to apply render pipeline changes from FP
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Update AtomTressFX gem to create hair parent pass at runtime
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* Change Scene::ApplyRenderPipelineChange() to TryApplyRenderPIpelineChanges().
Have TryApplyRenderPIpelineChanges() called automatically when a render pipeline is added to a Scene.
Re-apply the render pipeline change when RenderPipeline got recreated (Pass hot-reloading support)
Add AddPassBefore() and AddPassAfter() function to RenderPIpeline class.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
* {lyn8578} adding UX for assinging a Python scene builder
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* improved the Reset and Assign script logic
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* GUI updates to highlight the scene script
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* save off the script file name instead of holding onto the rule
update the header display name separate from setting the scene
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
Previously, with no level loaded in the main editor, and no assets loaded
in the EMotionFX editor, the AnimGraph viewport would only update at 15fps,
even on a 64 core machine.
Digging into this with Pix, I found that EMotionFX's UI would only get
updated for every other call to the ComponentApplication tick.
The Editor's QApplication instance controls how the
`ComponentApplication::OnTick` method is called. This is done in the
`maybeProcessIdle()` method. Generally, I found callstacks like this:
```
EditorQtApplication::maybeProcessIdle()
CCryEditApp::OnIdle()
CCryEditApp::IdleProcessing()
CGameEngine::Update() # ~2.2ms
PhysX::Update() # ~1.8ms
EMotionFX::Update() # ~0.2ms
calls QWidget::update() on all the widgets that change per
frame, only puts update events on the event queue, doesn't
paint anything
AZ::ComponentApplication::TickSystem() # ~25ms
renders the frame with Atom # ~24ms
```
The `maybeProcessIdle()` method is invoked by a QTimer, with a timeout
that changes depending on the application state. If the Editor is in
game mode, it used a timeout of 0, which essentially forced the game to
run at as high an fps as possible. If the Editor application has focus,
it used a timeout of 1ms, asking for the idle processing to happen at
1000 fps. Otherwise, it used a timeout of 10ms, asking for idle
processing at 100 fps.
Those fps targets are not realistic. What happened in this case is that
while the PhysX system was being updated, while the previous
`maybeProcessIdle()` call was still processing, the idle processing
timer would timeout again, and place a timer event on Qt's event queue,
before anything else had a chance to do anything. Only afterward would
EMotionFX's MainWindow::OnTick would be invoked, placing paint events on
Qt's event queue.
The fix for this is to use a single shot timer at the end of each
`maybeProcessIdle()` call. This ensures that any events that are
enqueued during the `maybeProcessIdle()` call are processed prior to the
next call to `maybeProcessIdle()`.
Signed-off-by: Chris Burel <burelc@amazon.com>
- Add the following compilation flags for clang
-fpie
-fstack-protector-all
-fstack-check (non-release)
- Add the following compilation flags for gcc
-fpie
-fstack-protector-all
- Fix -Wunused-result errors from above compilation flag updates
- Add _FORTIFY_SOURCE=2 to GCC DEFINES
Signed-off-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
* Making terrain query resolution a single float instead of a Vector2
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Keeping the concept of different x/y step sizes in region queries since that may be useful and is separate from query resolution. Also keeping the concept of different x/y step sizes in physics since that's independent of the terrain gem.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Formatting cleanups
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* A few more minor cleanups
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added support to convert serialized Vector2 query resolution to a single float.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Switch ray intersection check back to using separate values for x and y resolution
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing new unit tests added to use float query resolution.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updating automated test
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed platform settings not using unique values for Android and iOS
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Removed unnecessary comment
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes from PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* small bugfix
Signed-off-by: rhhong <rhhong@amazon.com>
* ActorInstanceId default to -1 when no %lastresult matches
Signed-off-by: rhhong <rhhong@amazon.com>
* CR feedback - wrap function to get the first available editor actor instance.
Signed-off-by: rhhong <rhhong@amazon.com>
* Remove mcore inline
Signed-off-by: rhhong <rhhong@amazon.com>
* Fixed the bug that delete an instance from actor manager crashes the editor.
Signed-off-by: rhhong <rhhong@amazon.com>
* Move the manipulator controller.
Signed-off-by: rhhong <rhhong@amazon.com>
* Add manipulator icon
Signed-off-by: rhhong <rhhong@amazon.com>
* Add manipulators
Signed-off-by: rhhong <rhhong@amazon.com>
* move more option to renderOption, and loading all going through the plugin
Signed-off-by: rhhong <rhhong@amazon.com>
* code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* more code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* CR FEEDBACK
Signed-off-by: rhhong <rhhong@amazon.com>
* Fix profile_nounity build
Signed-off-by: rhhong <rhhong@amazon.com>
* CR feedback - move more code to azToolsframework and share them between animation editor and editorlib
Signed-off-by: rhhong <rhhong@amazon.com>
* Using the MouseViewportRequests in viewportMessage and remove the custom bus
Signed-off-by: rhhong <rhhong@amazon.com>
* WIP
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Commit before merging
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Added new pngs
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes from PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixed CRC errors
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* WIP
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixes to ModalWindowDismisser
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Redisables Import test as fails on Jenkins
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Redisables Import test and Edit Platform as fails on Jenkins
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Replace skip in TestSuite_Main.py
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixes to the viewport top toolbar.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Additional checks to prevent issues if widgets aren't set up correctly.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Add asserts to catch UI changes that would break this class.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Removed unused AWSNativeSDK dependency from Editor
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Remove build dependencies on the aws-cpp-sdk library from the Editor
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>