[LYN-4160] Fixed intermittent crash by changing instantiate prefab dialog to use the AzToolsFramework::GetActiveWindow() helper which always gives a valid active window.
* {LYN-4224} Fix for the file scan slowdown (#1183)
* {LYN-4224} Fix for the file scan slowdown
* Fixed a slowdown in the file scanning logic
* Improved the file scanning logic from previous code by 40%
Tests:
Using Testing\Pytest\AutomatedTesting_BlastTest
old code:
=== 7 passed in 96.13s (0:01:36) ===
current code:
=== 7 passed in 160.45s (0:02:40) ====
newest code:
=== 7 passed in 52.91s ===
* fixing a unit test compile error
* unit test fixes
* another file improvement
* fix for legacy level loading taking too long
* making an enum for the search types
* switched the enum to "allow" types to make the input more clear
* got rid of orphaned const variables
* Update the minimum CMake version to 3.20
Sets the cmake_minimum_required calls to version 3.20 and updates the
README.md to point at the general CMake download page instead of a stale
link.
* Remove unnecessary cmake minimum version
It was using an old 3.0 version and can be removed.
* Additional updates to CMake 3.20, build scripts
Updates the version and remove logic to find a CMake in 3rdParty.
* Removing backup path to ninja path in the build_ninja_windows.cmd
The backup path for finding ninja was coming from the Perforce depot which isn't available for o3de builds.
* Removing reference to 3rdParty Android SDK 29 from the build and run unit test script
The Android SDK is not part of the new 3rdParty system and users are expected to install the Android SDK on their own in order to build the engine for Android.
* Update the get_python scripts and README
No longer try to append a CMake path to LY_3RDPARTY_PATH, but do still
support LY_CMAKE_PATH because there are still uses of it. Remove
mention of an LY_3RDPARTY_PATH-relative CMake path from the README.md.
* Removing LY_NINJA_PATH from the build_ninja_windows.cmd
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants
These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.
* Addressed feedback by @moudgils. Better comments in header files.
* More updates related with deprecation of ShaderResourceGroupAsset
* Deleted the temporary version 2 classes.
* Updated version of the shader asset builders.
* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset
* Changes to *.pass and DGI, Reflections and RayTracing.
* changes to material related assets
* changes to core lights
* Changes to auxgeom/dynamic draw.
* changes to decals, lyshine, imguipass
* changes to RPI Pass classes
* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.
* changes to mesh, skinned mesh, Morphtarget.
* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.
* Updated Atom_RPI.Tests
* Simplified InstanceDatabase by removing AddHandler
------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------
* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.
AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.
Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp
* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli
Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp
* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.
Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.
Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.
* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*
Changed GetAzslFileOfOrigin for GetUniqueId
* Fixed unit tests.
* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.
* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.
* The Null rhi is re-enabled for shader compilation.
Signed-off-by: garrieta <garrieta@amazon.com>
* Addressed feedback from previous PR
* Change missing entity aliases to be deterministic.
When converting slices, this helps produce the same results on multiple reconversions of the same data.
* Exposed the asset filter callback.
This allows the slice converter to specifically load nested slices as opposed to not loading *any* referenced assets.
* Added support for multiply-nested slice instance conversion.
(cherry picked from commit 86136ddfa6)
* Fix Delete_Real_Readonly_Fails to mark parent directory as read-only as well
Read-only files in Windows cannot be deleted. The previous version of this
code relied on that fact, and would attempt to delete a file even when
`skipReadOnly = true`, relying on the OS to refuse to delete the file if it
is read only. On Linux, it is the writable state of the *directory* that
determines if a file can be deleted or not. This fixes the test to set up
the correct situation where a file deletion would fail.
* Remove excluded items from a vector before iterating over it
Removing items from the `pathMatches` `QStringList` while iterating over it
was causing a segfault on Linux. This change separates out the item removal
from the item iteration, which allows the item iteration loop to use a
range-for loop instead of directly manipulating iterators.
* Remove invalid test that asserts a file's metadata file can have differing file casing
This test is asserting that a given source file and its accompanying
metadata file can have the the same name but differing case. This is really
testing whether or not the underlying filesystem that those files live on
is case sensitive or not. The 99% chance is that users are using the
default filesystem that their host OS gives them, NTFS on Windows, EXT* on
Linux, and APFS on Mac. Even though NTFS is case-insensitive by default,
it [can be configured per-directory](https://devblogs.microsoft.com/commandline/improved-per-directory-case-sensitivity-support-in-wsl/).
APFS as well can be configured to be case-sensitive. For users with case
sensitive filesystems, this test makes no sense. We could extend this test
to inspect the case-sensitivity of the underlying filesystem, but then it
is just testing the filesystem's behavior, which seems out of scope of this
test.
* Use a non-priviliged port for the Asset Processor tests
From https://www.w3.org/Daemon/User/Installation/PrivilegedPorts.html:
> The TCP/IP port numbers below 1024 are special in that normal users are not
> allowed to run servers on them. This is a security feaure, in that if you
> connect to a service on one of these ports you can be fairly sure that you
> have the real thing, and not a fake which some hacker has put up for you.
>
> When you run a server as a test from a non-priviliged account, you will
> normally test it on other ports, such as 2784, 5000, 8001 or 8080.
* Fix for `QDir::rmdir(".")` not working in Linux
Qt uses `::rmdir` to remove directories on Linux. This comes from
[unistd.h](https://pubs.opengroup.org/onlinepubs/007904875/functions/rmdir.html)
The documentation for that function states:
> If the path argument refers to a path whose final component is either dot
> or dot-dot, rmdir() shall fail.
So calling `dir.rmdir(".")` will never work on Linux.
Instead, get the parent directory, and remove the child directory by name.
* Avoid lowercasing source asset paths when resolving dependencies
Source asset paths may be case sensitive, so their case must be preserved
when doing operations that hit the underlying filesystem. This method was
always lowercasing them, which would cause dependencies to not be found.
* Correct test to expect product filenames to be lowercase
The modtime tests were failing in Linux due to something unrelated to file
modtime checking. The Asset Processor Manager does this during AnalyzeJob:
```
if (foundInDatabase && jobs[0].m_fingerprint == jobDetails.m_jobEntry.m_computedFingerprint)
{
// If the fingerprint hasn't changed, we won't process it.. unless...is it missing a product.
```
In this case, the test was setting up a product whose file case was the
same as the source asset, and would write it to the cache dir using mixed
case, but use the normal asset processor API to write the product file path
to the database, which recorded the path in lowercase. When the manager
then went to check if the source asset's products all exist, it checked the
lowercase path, which didn't exist.
This fixes that test failure, by updating the test to write the product
file to the cache using the proper lowercased path.
* Update test to define a "not current platform" for Linux
This test was failing because it was setting some "not current platform"
variable to be set to "pc" on Linux, when
`AssetSystem::GetHostAssetPlatform()` is defined to:
```cpp
inline const char* GetHostAssetPlatform()
{
return "mac";
return "pc";
// set this to pc because that's what bootstrap.cfg currently defines the platform to "pc", even on Linux
return "pc";
#error Unimplemented Host Asset Platform
}
```
The test would go on to assert that "pc" was simultaneously in a list and
not in the same list.
This fixes the test by updating the code to set the "not the current
platform" variable appropriately on Linux.
The expectations were also updated to improve the output on test failure.
Instead of this:
```
Value of: recogs["rend"].m_platformSpecs.contains(platformWhichIsNotCurrentPlatform)
Actual: true
Expected: false
```
You now get this:
```
Value of: recogs["rend"].m_platformSpecs.keys()
Expected: (has 3 elements and there exists some permutation of elements such that:
- element #0 is equal to pc, and
- element #1 is equal to es3, and
- element #2 is equal to server) and (doesn't contain any element that is equal to pc)
Actual: { pc, server, es3 } (of type QList<QString>), whose element #0 matches
```
* Prevent windows supported path separators to be included in the test paths for UpdateToCorrectCase_ExistingFile_ReturnsTrue_CorrectsCase
* Fix failing linux unit test "PlatformConfigurationUnitTests.TestFailReadConfigFile_RegularScanfolder"
caused by static variable not being reset from a different test run when using AssetUtilities::ComputeProjectPath
* Fix AZ_RTTI declaration for RequestEscalateAsset Message
* Implement FileWatcher for Linux to fix AssetProcessorMessages.All test (RequestAssetStatus)
* Split AssetProcessorMessages into 2 tests, one with RequestAssetStatus/ResponseAssetStatus and one without
Add The RequestAssetStatus/ResponseAssetStatus as a sandbox test because it relies on FileWatcher thread and seems to be timing related
* Remove FileWatcher_win.cpp from the Linux specific folder for FileWatcher
* - Fix build error related to non-unity builds
- Fixed failed linux test 'Test/LegacyTestAdapter.AllTests/UtilitiesUnitTest' caused by misplaced windows only EXPECT
- Remove test trait AZ_TRAIT_DISABLE_FAILED_ASSET_PROCESSOR_TESTS for linux to expose remaining failed tests
* Fixed failed linux test 'Test/LegacyTestAdapter.AllTests/RCcontrollerUnitTests' caused by misplaced windows only EXPECT
* - Fix FileWatcher unit test, disable incompatible subtests for Linux
- Fix errors in FileWatcher_linux from results of the FileWatcher Unit Test
* Remove AZ::AssetProcessor.Tests.Sandbox tests from definition and restore the original AssetProcessorMessages.All tests now that Filewatcher_linux was fixed
* Fixes for failed unit tests: AssetProcessorManagerUnitTests and AssetProcessorManagerUnitTests_JobDependencies_Fingerprint
- Caused by differences between between case-sensitive files (Linux) and non-case-sensitive Filesystems (Windows)
* Update consts in FileWatcher_linux.cpp to constexpr
* Fixes related to PR comment suggestions
* - Removed std::bind and replaced with lambda in FileWatcher_linux
- Replaced String replace functions for path separators to use AZ::IO::Path::LexicallyNormal() instead
* Restoring string replace function in PathDependencyManager::ResolveDependencies due to unit test failure
Co-authored-by: Chris Burel <burelc@amazon.com>
* Addressed feedback from previous PR
* Change missing entity aliases to be deterministic.
When converting slices, this helps produce the same results on multiple reconversions of the same data.
* Exposed the asset filter callback.
This allows the slice converter to specifically load nested slices as opposed to not loading *any* referenced assets.
* Added support for multiply-nested slice instance conversion.
* {LYN-4224} Fix for the file scan slowdown
* Fixed a slowdown in the file scanning logic
* Improved the file scanning logic from previous code by 40%
Tests:
Using Testing\Pytest\AutomatedTesting_BlastTest
old code:
=== 7 passed in 96.13s (0:01:36) ===
current code:
=== 7 passed in 160.45s (0:02:40) ====
newest code:
=== 7 passed in 52.91s ===
* fixing a unit test compile error
* unit test fixes
* another file improvement
* fix for legacy level loading taking too long
* making an enum for the search types
* switched the enum to "allow" types to make the input more clear
- Added button to PhysX Collider Component in PhysX Mesh's field to open FBX Settings.
- Added button Material Selection to open the physics material library in Asset Editor.
- Default Material in PhysX configuration is read only and consistent with the text in combo boxes.
- Material configuration field "Surface Type" renamed to "Name"
- Fixed bug in EditorColliderComponent where the material selection was not updated when changing the library.
- Fixed bug where the materials selection was not set to default when a physics material from the asset was not found in the library.
- Added attributes 'BrowseButtonEnabled' and 'BrowseButtonVisible' to PropertyAssetCtrl.
- Updated physx configuration setreg files of AutomatedTesting project.
- Added back the' Physics Materials from Asset' tick in the collider components.
- Made physics materials names case insensitive.
- Refactored how to gather material information from fbx and used the same code for exporter and physx groups.
The calls AddOnSpawnedHandler and AddOnDespawnedHandler were removed from the SpawnableEntitiesInterface. These functions will eventually be called from multiple threads and AZ::Event currently doesn't have a thread-safe version to support this. There's also a performance concern as these callbacks are called for each individual (de)spawn requests which can lead to multiple handlers being called without information that's relevant to the callback. It would be better to batch up all (de)spawn requests per ProcessQueue call and only have a single event do a single signal. Since both events are currently not being used they have been removed for now, but can be introduced -with the previously mentioned concerns in mind- when needed.
The Json Serialization currently doesn't support AZStd::any, AZStd::variant and AZStd::optional due to various JSON formatting concerns. This wasn't properly reported resulting in confusion about whether the missing functionality is intentional or a bug. This change makes this explicit with an error message.
As this solution uses a custom json serializer to report the issue, an option was added so it's possible to overwrite a serializer for a specific type.
This doesn't mean that the three listed types will never be supported. If/when a suitable format is found an implementation will be added.
* should pickup the external directories registered by the project
* Add support for AzTest and AzTestRunner in the SDK
* missing IMPORT_LIB
* Moved where .Assets targets get generated so they are visible in the SDK
* generate the Directory.Build.props in the right path
* excluding target on platforms that dont support it
* Add instanceToIgnore to calls leading to instances being added to the queue for propagation.
* Change PrefabUndoEntityUpdate to make it so that the instance triggering the prefab template change is not reloaded on propagation, since it will already be up to date due to the way we generated the patch to begin with.
* Add FindPrefabDomValue utility function for paths
* Expose the level root prefab template id in the Prefab EOS Interface
* Fix Instance Alias Path generation to work with the new FindValueInPrefabDom function
* Stop reloading ancestors on propagation, and fix instance reloading so that the level dom is used (and overrides are preserved)
* Remove commented out code, refactor FindPrefabDomValue for paths (was handling an edge case incorrectly, and it's not even triggered)
* Fix issue with PathView reference - with PathView already being a reference, this resulted in a copy and triggered a warning during automated review builds.
* Additional fix to the build warning, remove redundant error message
* Revert changes to Instance::GetAbsoluteInstanceAliasPath(), as they were impacting serialization.
* Remove the dependency to the level root prefab template in the propagation code, climb up the hierarchy instead. This allows tests to work despite not using the EOS properly.
Also use PrefabDomPaths to retrieve the instance dom from the root dom instead of iterating.
* Remove now unused PrefabDomUtils function, extend optimization to link updates.
* Trigger a full instance propagation to correctly refresh alias references.
This is an issue in the test because some operations are called from the backend API and will not trigger propagation properly. Tests will soon be rewritten to more properly represent frontend workflows.
* Fixes lingering issues with propagation:
- Restores code that fixes the selection if entityIds have changed;
- Fixes Do() function on link update. Prefab containers will propagate correctly while still being stable during editing.
* Remove GetRootPrefabInstanceTemplateId (no longer necessary after the code has been rewritten)
* Fix optimization code to account for instances being removed and propagation being run out of order in Create Prefab undo.
* Renamed variable, added comments for clarity.
* Restore asserts on instance not being found; Rename Do to Redo for clarity; Add comments.
* Fixed incomplete comment.
* Moving menu options around
* Consolidation and moving of toolbar functioanlity
* Fixed non-unity build missing header
* Updated camera icon to the correct one
* Addressed review feedback
* Addressed review feedback
* Moved icons to new folder structure/naming
Switch EditorContextMenu back to using popup instead of exec
The switch to exec was a deliberate change, but upon further testing with the latest version of our camera input controllers (both the Legacy and Modern variants) it is no longer necessary to call exec, and doing so can cause a bug in which the cursor is still hidden when the context menu appears.
* {LYN-4230} Fixed loading *.pak files in Release builds
* Helios - Release mode should load all *.pak files
* Tests: made a separate installation folder with a reduced "engine.pak" and a full "game.pak" which loads in release
* added unit test to regress the bug fix
* formatting changes to AzToolsFramework viewport related types + API comment style updates
* minor format change - include ordering
* improve formatting by moving comment
* fix compile error and switch to use AZ_Printf
* small polish changes after review feedback
* Fix recursive attempts to open the log file in the GameLauncher
The AzFramework Application has been updated to default the @user@ and
@log@ aliases to the <engine-root>/user and <engine-root>/user/log
folder respectively if a project isn't set.
Fixed the SystemFile class to support negative offsets if Seek() as per
standard seek function such as fseek
Updated the CrySystem CLog class to use SystemFile instead of FileIOBase
to avoid any asserts that would cause CLog::OpenFile to be recursively
called infinitely
* Removing unused Force Closed variable
* AZ::IO::SystemFile build fixes for Unix platforms. Added a copy constructor for LUAEditorContextInterface.h to fix the LuaEditor build
* Adding missing includes to the WindowsAPI and Android SystemFile headers
* Fixes locating the project dll when using SDK
SDK engine usage has project dll in the project build path, but
searching for module filepaths for loading would have a passing
SystemFile::Exists check but no full filepath was amended to the module.
This causes the module to fail to load.
* Fix locating project module for UnixLike platforms
Fixes the issue with project-centric workflows running GameLauncher, and
it opens AP which can't find the project dynamic module. From AP's
perspective, the project module is not in the executable directory,
which is in engine bin. The SystemFile::Exists check is true on the
file because it uses the 'cwd'. In that situation, an absolute path
must be obtained for the module to be loaded.
* Add missing header to fix UnixLike builds
* Applies a suggested change from PR
Use operator-> on the AZStd::optional
* Add semicolon to a class macro line
Prevent auto formatting indenting the following line.
* Add the last known parent to the prefab undo cache to detect changes in the owning instance.
Still WIP.
* Progress in handling reparenting. Still WIP, need a change in CreateLink that will be addressed in a separate branch and then merged back.
* A few fixes, reparenting now works with entities. Still working on instances.
* Fix assert crashing the Editor because of the arguments being in the wrong order.
* Handle moving the patches when removing and recreating links when reparenting nested instances.
* Rearrange some code to prevent including instance removal in instance update undo node, as it would be redundant and cause errors in some edge cases.
* Reorder instance reparenting to account for correct order of operation during undo/redo
* Fix order of operations to support multiple operations in one edit (reparenting to non-container entities while changing instance)
* Add function to refresh patches on links to allow aliases to be restored correctly on reparenting.
* Removed RefreshEntityPatchOnLink function. Introduced a simpler way of handling porting patches.
* Removing unnecessary code that was left after testing.
* Minor fixes to naming and comments.
* Restore previous error, no longer printing the failed patch.
* Remove unused includes.
* Restore include removed by mistake.
* Simplified patches retrieval by using internal function. Renamed some internal functions and variables to be more accurate.
This set of changes enables conversions for singly-nested slices. Multiple nesting hierarchies are only partially supported at this point. Conversion is also significantly more deterministic, which makes it easier to convert single slices without needing to reconvert every slice or level that relies on it as well.
Changes:
- Added version of Instance::AddInstance() that takes in an alias to allow for deterministic aliases
- Added a "SliceConverterEditorEntityContextComponent" that's used to specifically disable entity activation on creation. The disabling is done this way vs adding a new public API, because the disable shouldn't be required in any normal case outside of this tool.
- Disabled more AWS gems for the SliceConverter, as they're unneeded and cause issues if they're around in the tool.
- Added a small null check to the Camera Controller.
- Added the actual support for slice instance conversion. This instantiates the entities, applies the data patches, turns them into a prefab instance, and generates a JSON patch out of the changes.
* Generic Multi Function Call ability added to extensible nodes
* Code gen improvements, including allowing for more manually codewritten extension of codegen facilities
* CVAR to disable automatic update of deprecated node
* Fixed variable sorting error that can apply to parser/runtime added variables
* Made Edit/SerializeContext ClassBuilder public, as it was needlessly private
* Fixed dangerous Datum::GetValueAddress(), it now checks for an empty storage AZSTd::any, as does Datum::Empty()
The following was changed:
- The remapper in AZ::IdUtils now has an additional argument to tell it what to do when it encounters the same source entity id. The original behavior of ignoring the new entity id and returning the first occurrence is the default. The alternative behavior is to store the last known entity id and return that instead.
- Split the optional arguments for SpawnAllEntities and SpawnEntities.
- SpawnEntities now has an option to continue with the entity mapping from a previous spawn call or to start with a fresh mapping. The latter is the default as the former will come at a performance cost since the mapping table has to be reconstructed.
- Entities spawned using SpawnEntities and ReloadEntities now also get the correct entity mapping applied.
- Added several new unit tests to cover most of the new functionality.
- Fixed some places where the older API version was still called.
This change makes it possible to provide a Serialize Context for spawning entities from spawnables. This also removes the need for the Serialize Context to be retrieved multiple times per frame.
* Show container transforms, reset container transform to zero before saving a prefab after create.
* Fix order of operations to prevent patching issues
* Reset the entity to the Identity Transform instead of the default constructor to correctly set the scale to 1.0
* Fix some FOV calculation viewport issues:
-Avoid calculating FOV if we've got an invalid viewport
-Don't override game mode FOV, let the active camera components manage it instead
* Fix viewport font positioning
This updates code in a few places to respect an API change/fix made to AtomFont - also switched the default value of m_virtual800x600ScreenSize to false as it's really behavior you want to opt into
* Don't activate CameraComponentController when in the Editor / not in game mode
The initial CreatePrefab flow was trying to go from absolute -> relative -> absolute path before the file had ever been saved, so the relative -> absolute path conversion generated an error and always produced a project-relative path, even if the initial path was in a gem. For example, trying to save "c:/o3de/Gems/Camera/Assets/Entity1.prefab" would instead create "c:/o3de/AutomatedTesting/Entity1.prefab". This change preserves the absolute path throughout the initial creation flow so that the file is saved in the correct location.
- Invalidate 'Physics Materials From Mesh' boolean from collider component
- Removed material library from material selector. Default material library will always be used instead.
- Marking failing automated test as xfail
- Added default material to physics configuration.
- Moved material library asset from physx configuration to physics configuration, as it doesn't need to be physx specific.
- Refactor physics material system having into account that there is only one material library in the project.
- Renaming code from DefaultMaterialLibrary to MaterialLibrary.
- All queries about physics materials unified under PhysicsMaterialRequests bus.
- PhysXSystem only manages the material library asset.
- Saving and reloading the same physics material asset with different content didn't trigger a events that the material library has changed.
- Changing Physics Material Request interface to use shared_ptr instead of weak_ptr to be simpler to handle the returned materials and having a more consistent code.
- Refactored Material Manager to improve its implementation. Still following the same approach of "creating materials on the fly as they are requested", but now it's doing it consistently across the interface, with private helpers functions FindOrCreateMaterial that simplify vastly the implementation.
- Material Manager now listens to change event of material library asset and default material configuration so it updates its materials accordingly.
- Complete Material move constructor and operator.
The method "PrefabLoader::GetRelativePathToProject" has been changed to "PrefabLoader::GenerateRelativePath", and reworked to get a correct relative path. GetFullPath has also been modified to get correct relative paths too. This requires an Asset Processor connection - if one isn't available (like during unit tests), the methods have fallback logic to produce project-relative paths.
With this change, SliceConverter can't use SaveTemplate() to save the file any more, because GetFullPath now expects to find an existing path, which doesn't work for not-yet-created files. Instead, it now has to use the same technique as the Editor and call SaveTemplateToString then save the string out as a file.
* wip support for mesh intersection with intersector bus
* WIP camera mesh intersection orbit logic
* remove unneeded template argument
* add bus connect/disconnect
* fix intersection logic
* small updates, additional comments, some tidy-up
* update formatting options slightly
* use aznumeric_cast
* temp workaround for negative distances with RayIntersection