The issue was because the preset reload was only happened in CreateJobs but not ProcessJobs. But these two functions might be called from different AssetBuilder. The fix is to add preset reload for Processjobs too.
There was another change to add debug device name for streaming image.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
- The crash happens due to attempt to get an instance of the hair dynamic data before it was initialized.
Signed-off-by: Adi Bar-Lev <82479970+Adi-Amazon@users.noreply.github.com>
* Templates/Restricted upgrade/fixes:
Fixed template storage format: templates now only store true relative paths and no longer save "origin" paths and "optional" has been removed, it was never used.
Upgraded all templates to new standard
Template system now correctly handles child objects: Child objects no longer have to specify restricted they inherit from parent
Restricted now operates at the object level and makes no assumptions about parent
Restricted templates can now be combined and seperated on creation
ly_get_list_relative_filename has been deprecated for o3de_pal_dir
All Gems/Projects/Templates updated to use new code
Signed-off-by: byrcolin <byrcolin@amazon.com>
* Updated the Maestro MovieSystem and LyShine AnimationSystem to register
Anim Nodes and Anim Params into a member variable map
Previously the registration was occuring in a global variable map inside
of Movie.cpp and UiAnimationSystem.cpp
Rolled back the changes to update the CUiAnimNode and CAnimParamType to
use the stateless allocator in their m_name string member.
This was only needed because those types were used in global memory.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd::hash specializations for basic_string and
basic_fixed_string to be transparent.
This allows hashing of types that aren't basic_string or
basic_fixed_string using the hash specializations for those types
without needing to create an instance of those types.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding call to disable saving of the UserSettings.xml in the DisplaySettingsPythonBindingsFixture to avoid race condition running the test in parallel
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
If the user does not specify which compiler to use via cache variables in
the CMake invocation, we perform a search for which version to use.
Previously this was done using a glob search on some pre-defined paths, and
then sorting the results using `list(SORT ... COMPARE NATURAL)`. Sorting in
this manner results in lower versions being moved to the head of the list.
The first result in the list was then used. Consequently, if the user has
`clang-11` and `clang-12` installed, `clang-11` was chosen.
This reverses the sort order so that the highest installed version is
chosen.
Signed-off-by: Chris Burel <burelc@amazon.com>
- Fixed path separators, now levels will be correctly opened in linux.
- Fixed casing of physics paths.
- Fixed casing of files inside levels Joints_HingeNoLimitsConstrained and RigidBody_KinematicModeWorks.
- Resaved a level that still used old test ids in its name but the python tests didn't match.
Linux:
Start 21: AutomatedTesting::PhysicsTests_Periodic.periodic::TEST_RUN
8/11 Test #21: AutomatedTesting::PhysicsTests_Periodic.periodic::TEST_RUN .................. Passed 609.87 sec
Windows:
Start 21: AutomatedTesting::PhysicsTests_Periodic.periodic::TEST_RUN
8/13 Test #21: AutomatedTesting::PhysicsTests_Periodic.periodic::TEST_RUN ....................... Passed 810.59 sec
Signed-off-by: moraaar <moraaar@amazon.com>
* Reduce the need to link with LyShine static lib in other gems
Signed-off-by: abrmich <abrmich@amazon.com>
* Add UiBasics.Builders to VirtualGamepad.Builders alias
Signed-off-by: abrmich <abrmich@amazon.com>
* Add UiBasics to LyShine gem's metadata
Signed-off-by: abrmich <abrmich@amazon.com>
* Change include to a forward declaration
Signed-off-by: abrmich <abrmich@amazon.com>
This allows actual Shape components to be used instead of MockShapes, which is important for the benchmarks to get accurate results as Mocks are extremely expensive. It also removes a lot of unnecessary mock handling and test setup code.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
PrefabCatchmentProcessor::ProcessPrefab was no longer updating the ProcessedObjectStore's referenced object list, this change exposes the referenced asset list in the new PrefabDocument API and uses them to update the referenced asset list.
Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
* [Terrain] First pass of the ProcessList and ProcessRegion APIs for retrieving surface data
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add a couple of more tests. The expected values were plugged in based on the values generated by the brute force approach.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Move some declarations out of loops since they can be reused.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update all the per position callbacks to pass SurfacePoint refs. Construct only one SurfacePoint object outside the loop which can be reused.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update tests to use the new per position callbacks
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add ProcessRegion functions to the terrain benchmark.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Change C style static casts to aznumeric_cast. Add maybe_unused to unused params in benchmarks.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update the ProcessList API functions to use array_view instead of a vector. This includes some additional changes to satisfy build dependencies.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add ProcessList API functions to benchmarks
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update the ProcessList API functions to take Vector2 as input positions
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Revert changes to AtomCore library split. Add partial implementation of span(mostly just copied over from array_view) to AzCore std containers.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Adding some const/non-const overloads that were missing in span
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Move input position list generation to a function
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Bring back Vector3 version of ProcessList functions. Rename Vector2 version to follow similar pattern as the Get functions.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Split span.h into .h/.inl files
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add [mayby_unused] for unused parameters to fix build errors
Signed-off-by: amzn-sj <srikkant@amazon.com>