* Only use a deterministic random when network option is enabled.
Signed-off-by: rhhong <rhhong@amazon.com>
* use actor instance id as the seed of the lcg random in anim graph instance
Signed-off-by: rhhong <rhhong@amazon.com>
* add const
Signed-off-by: rhhong <rhhong@amazon.com>
There were lots of material system conflicts that had to be resolved. I expect the build is broken at this commit, and I'll fix it in followup commits.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
- Fix gcc error caused by implicit conversion of Qt::ByteArray to const char*
- Fix Linker errors to QtTest in AtomToolsFramework.Tests and ScriptCanvasDeveloper.Editor
Signed-off-by: Steve Pham <82231385+spham-amzn@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>
At the root the problem is that some editor-only components store information to construct an asset for the runtime component but not the asset itself. This behavior caused the assets to not be correctly detected in two places.
The first place was due to the recent move to PrefDocument to avoid repeated (de)serialization of the PrefabDOM when converting to spawnables. Due to the caching the change from editor-only component to runtime component didn't record the new asset. This has been fixed by allowing assets to be collected on store as well and to check the cache validity when retrieving the list of referenced assets.
The second problem was with loading assets from the in-memory spawnable that's created for Play-In-Editor. Because the newly created assets wouldn't be loaded they need to be explicitly loaded. The original code used the collected list of assets from the PrefabDocument and checked if they were loaded, depending on hot-reloading to trigger a reload on the actual asset. This turned out to not be universally applicable, so instead the Serialize Context is now used to find all the assets that aren't loaded yet and queues a load. This is a bit more expensive to do, but to offset this cost checks are done to only do any operations on assets that haven't been loaded yet which reduces the number of calls to the Asset Manager.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
- Abstracted the platform specific low level profiler API
- Added support for ATrace markers on Android
- Stubbed iOS, Linux, and macOS with unimplemented versions of the low level platform profiler API
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
These perform bulk queries of the underlying gradients which is much faster than performing a lot of individual queries.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
Moved the performance monitor system component and metrics gathering from the material editor into atom tools framework so it can be reused and extended by other applications.
Replaced the custom performance monitor docked window in the material editor with status bar widgets that are always visible and take up no screen real estate. This could possibly be moved to the base application class or rendered on top of the viewport.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Adding partial implementation of C++20 concepts and range functions for AZStd::span
The new concepts to discovered existing issues with the PathIterator and deque::iterator classes
PathIterator wasn't properly an input_iterator and therefore the Path classes weren't a range due to an incorrect const_iterator alias
The deque::iterator classes was missing the operator+ friend function that accepted a (ptrdiff_t, deque::iterator) to fulfill the random_access_iterator concepts
The AZStd implementations of (uninitialized_)copy(_n), (uninitialized_)move(_n) and (uninitialized_)file(_n) have been optimized to use memcpy and memset based on fulfilling the contiguous_iterator concept
Fixed invalid AZStd::vector inserts in FrameGraphExecuter.cpp and SliceditorEntityOwnershipService.cpp
The code was trying to copy the underlying addresses for vector<unique_ptr> to a vector<raw pointer> using insert, which it was doing by using memcpy.
relates to #6749
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the `fixed_vector` emplace function to not move initialized
elements using uninitialized_move.
This was causing initialized elements of the fixed_vector to be
overwritten with the element at the emplace position.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed clang warnings about variables that are set, but never read
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the `az_has_builtin_is_constant_evaluated` define to not have
"()" as is not a macro.
This helps prevent users from using `az_has_builtin_is_constant_evaluated`
define in a situation where they want to know if the function is being
evaluated in a compile time context.
In that case they need to use the `az_builtin_is_constant_evaluated()`
macro (which of course looks quite similiar) but does not have the word
"has" in it..
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd span class to be C++20 compliant.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed phrase "DoesNotCompiles" to be more grammatically correct.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added more unit test for AZStd span
Fixed an the the return type of the subspan template overload to account
for the source span having a dynamic extent.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable from span unit test.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Revert the recent AWSApiRequestJob and ServiceRequestJob and use forward declaring to fix the GCC issue
Signed-off-by: Junbo Liang <68558268+junbo75@users.noreply.github.com>