* Pass relative path IsFileExcluded so that only paths relative to the root scan folder are matched against the exclude filters.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Revert previous change. Remove the exclude filter for the Install directory.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Pass in relative path to the exclude filter as before. Fix the AssetScanner tests.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Prepend a ./ to the relative path in order to match the exclude patterns
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove hack to prepend ./. Update the exclude patterns so that the hack is no longer required.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add missing ? and remove whitespace
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. IsFileExcluded() now converts the input path to a path that's relative to its corresponding scan folder.
2. Update regex patterns in gems and AutomatedTesting as well.
3. Remove unnecessary escaping for '/'.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Use ConvertToRelativePath() function to compute path relative to a scan folder.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* More fixes to regex patterns
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove test case which tests a hypothetical scenario that cannot occur. Fix another test case by adding scan folder.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove assert that's not needed since it's a valid scenario
Signed-off-by: amzn-sj <srikkant@amazon.com>
Co-authored-by: amzn-sj <srikkant@amazon.com>
* The O3DE.exe Open Editor button now attempts to open the Editor in the
build directory of the project being opened.
If their is no Editor within the build directory of the Project, it uses
the Editor.exe in the current O3DE.exe executable directory if it exists
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Engine .gitignore now ignores the build directory if placed in the
AutomatedTesting project
Previously it was just ignoring a `[Bb]uild` directory if it was
directly within the engine root.
This change matches the behavior of the project templates.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Renamed the ProjectUtils GetEditorDirectory function to
GetEditorExecutablePath
Added a platform specific implementation for retrieving the path to the
Editor executable in the GetEditorExectuablePath function.
It first attempts to locate the Editor via checking the project build
directory for an Editor executable before falling back to checking the
binary directory of the currently running O3DE executable.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Correct the MacOS GetEditorExecutablePath to return the Editor path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix several Prefab outliner ordering issues
This change does a few things to address instability in entity order when prefabs are enabled:
- Changes ordering behavior on entity add to always be "insert after the last selected sibling of the new entity, or at the end if there is no selected sibling"
- Adds some logic to ensure selection stays frozen during prefab propagation to allow this behavior to be used
- Alters delta generation in `PrefabPublicHandler::CreateEntity` to use the template instead of reserializing the DOM - this avoids a whole bunch of patching issues caused by EditorEntitySortComponent doing post-hoc order fix-up and should generally be safer/faster as we're producing patches for the actual target for those patches
- Because the duplicate action is DOM-driven, and there's some thorniness around making changes that will affect the template during propagation, this adds `PrefabPublicHandler::AddNewEntityToSortOrder` to directly patch the DOM for the duplicate case
Two bits of this come from patches from the incredibly helpful @AMZN-daimini
- Alters `PrefabPublicHandler::GenerateUndoNodesForEntityChangeAndUpdateCache` behavior for determining what's an override: we now check to see if we're part of the current focused instance but *not* owned by the focus instance directly. This lets entity order for nested prefabs get saved to the owning prefab instead of as an override. I'm putting this up for discussion without a feature flag gating it, but we may wish to make this a toggle or disable it outright for stabilization (in which case entity order won't be saved to the owning prefab)
- Adds a custom serializer for EditorEntitySortComponent. This isn't strictly necessary now, but it was very useful for debugging and ended up receiving much more manual testing its migration path and save/load path more than I've tested without using the serializer.
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Add missing serializers
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Address some review feedback
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Generate patch in `PrefabPublicHandler::CreateEntity` using the instance's fully evaluated template in-memory
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Fix up comment
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Fix Linux build
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Try to make test less timing dependent (haven't been able to repro failure locally)
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Fix another build issue
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Fix unit test failures
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Fix a duplicate issue with sanitization that was causing sporadic test failure (thanks, test!)
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* One more Linux fix...
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* Replace Instance References with EntityId of the Prefab Container (WIP)
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Use the invalid entity id for the root instance and get the root instance every time to prevent weird Prefab EOS shenanigans.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Revert unnecessary changes, fix IsOwningPrefabBeingFocused to match previous behavior. Disable some tests that no longer apply correctly due to the testing environment not relying on the Prefab EOS.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix minor typo in test comment
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>