Commit Graph

137 Commits (0f40aae8fa7caccc5e36ca8a85b892b83bd77a70)

Author SHA1 Message Date
amzn-sean bf4b65afde
Fix crash in character component when using prefabs (#798) 5 years ago
greerdv 7def4741cd merge from main 5 years ago
amzn-sean 672dad7fea
combined the 2 physics shape collider config pair types into 1(#778) 5 years ago
greerdv f3c1878a8b fix bug with not clearing shape collider config when shape component is removed 5 years ago
amzn-sean 7f79cc8796
RemoveSimulatedBody automatically updates the requested handle to be invalid once removed. (#740) 5 years ago
greerdv 2ef0e70fff
Merge pull request #730 from aws-lumberyard-dev/non-uniform-scale-compatibility
update compatibility for non-uniform scale service
5 years ago
amzn-sean d690c3fee4
static rigid body and rigid body component use Handles instead of pointers (#662) 5 years ago
greerdv 059f69e5e6 tidy up NonUniformScaleService compatibility 5 years ago
greerdv dff8de94a5 making both colliders and shape colliders check m_simulating in IsPhysicsEnabled 5 years ago
greerdv 8e90e87bc8 fixing bug with shape collider editor body not being deleted when it is recreated 5 years ago
amzn-sean cb4e394784
Remove physics world body notification bus (#576) 5 years ago
Terry Michaels 55f2b24302
Legacy Mesh component removal
* Removed legacy components

* More legacy render component removal

* Starting removal of legacy mesh component dependencies

* Removed old light components that were allowing Atom test to succeed

* Testing increasing the timeout to see if it lets it pass in Jenkins

* put original timeout back

* reordered components to test if it is component specific or not

* Testing disabiling the test to see if we get a green

* Fixed the removal of the test to sandbox

* Removed Legacy Mesh Component and associated tendrils

* Removed some missed references

* Fixed some issues with unity builds and ambiguous naming

* Addressed review feedback
5 years ago
lumberyard-employee-dm 3dec5d3b71
LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder

* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file

* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message

* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets

* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder

* Moving the Engine Settings Registry folder from Engine/Registry -> Registry

* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator

* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now

* Fixed Atom Shader Preprocessing when running using an External Project

* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable

* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root

* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder

* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder

* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder

* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension

* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command

* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder

* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames

* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder

* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available

* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder

* Updating References to EngineAssets source asset folder in code to be the Assets source folder

* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders

* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner

* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test

Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory

* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory

* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
5 years ago
greerdv b113f09a71 first pass of changing transform to use float for scale internally rather than Vector3 5 years ago
amzn-sean 5e50fc2961 fix build failure 5 years ago
amzn-sean 95a44c481a fixed errors from main merge 5 years ago
amzn-sean fbb8727407 Merge branch 'main' into physx_ragdoll_create 5 years ago
AMZN-AlexOteiza 3f32cc929c
Fixed All Physics automated tests (#129)
* Fixed all Tests.
* Fixed tests stdout redirection
* Changed return code for failed tests to be 0xF
* Small improvements on automated testing code
* Created Periodic test suite and moved tests
* Made physics main to only have one test for now
* Renamed all tests to have leading AutomatedTesting::
5 years ago
Chris Burel 28170ffe41 Add newlines to the end of all files 5 years ago
amzn-sean 9f0075c9df cleanup of create ragdoll ptr handling 5 years ago
amzn-sean cd978eaa93 fix potential memory leak 5 years ago
amzn-sean 0e803713bf Ragdoll now uses Add/Remove SimulatedBody
Addressed Minor Character PR feedback
5 years ago
amzn-sean 7ac246bab5 Character controller now uses Add/Remove Simulated Body 5 years ago
amzn-sean b0cb5a381b
Merge pull request #104 from aws-lumberyard-dev/fixed_LYN-2998_main
LYN-2998
added protections around physx AZ::Events handlers that are connected/disconnected on selection events.
fixed entities not being deselected when entering game mode in editor.
5 years ago
amzn-sean beafc80939 Fixed entities not being deselected when entering game mode in editor.
added protections around physx AZ::Events handlers that are connected/disconnected on selection events.
jira: LYN-2998
5 years ago
greerdv 1363a5b76c fixing bugs with failing to disconnect from non-uniform scale event handlers in multiple places 5 years ago
amzn-sean 2a53f018fa
Merge pull request #70 from aws-lumberyard-dev/physx_system_comp
SystemComponent is now only built once in the PhysX.Static target
5 years ago
greerdv 582b098ed2 removing unused local variable 5 years ago
greerdv 3bbef11d15 Merge branch 'main' into non-uniform-scale-visibility 5 years ago
amzn-sean 23cf2d5d68 SystemComponent is now only build in PhysX.Static, instead of most of the Physx projects. 5 years ago
alexpete 8469c9ca0a Integrating github/staging through commit 5f214be 5 years ago
greerdv 90e52d69bc fixing bug with subdivision level for runtime asset colliders and adding caching for collider aabbs 5 years ago
greerdv 87a3dfc968 fixing bug in editor bodies for rigid bodies with non-uniformly scaled asset colliders with position offsets 5 years ago
alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 5 years ago
alexpete c2cbd430fe Integrating up through commit 90f050496 5 years ago
alexpete 75dc720198 Integrating latest 47acbe8 5 years ago
alexpete a10351f38d Initial commit 5 years ago