* capture assets using SerializedAssetTracker in LoadInstanceFromPrefabDom()
assign assets using asset hints where the asset ID is not valid
switch up SerializedAssetTracker to store pointers instead of copies of Asset<>
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* PoC for the AssetFixUp strategy
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* clean up of PoC
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* rename public facing Pivot cameras to Orbit - previous rename was a mistake
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* some more comment and naming updates to improve camera documentation
Signed-off-by: hultonha <hultonha@amazon.co.uk>
Many keys will generate key press events but return an empty string from
`xkb_state_key_get_utf8`, like modifier keys, arrow keys, function keys,
etc. This checks if the string retrieved from such a key press is empty
before emitting an associated text event for it, to avoid notifying a
potentially large number of listeners about an empty string.
Signed-off-by: Chris Burel <burelc@amazon.com>
* add focus camera and custom camera input
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* very minor tidy before publishing PR
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small updates after PR feedback
Signed-off-by: hultonha <hultonha@amazon.co.uk>
This also updates the name of the zlib library to uppercase ZLIB which conforms to normal CMake standards .
Signed-off-by: lawsonamzn <70027408+lawsonamzn@users.noreply.github.com>
Add cvars to control the number of worker threads created by the TaskGraph and Job systems. The cvars are scales on the hw concurrency of the cpu.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Update the FileIOAlias naming to make the cache, project root and engine
root paths more clear
The alias of `@root@`, `@assets@`, and `@projectplatformcache@` has been
collapsed to `@projectproductassets@`
The alias of `@devroot@` and `@engroot@` has been collapsed to
`@engroot@`
The alias of `@devassets@` and `@projectroot@` has been collapsed to
`@projectroot@`
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated use of devassets and devroot properties in python
Those properties now use projectroot and engroot
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the alias @engroot@ alias path comment in each platform specific LocalFileIO_*.cpp file
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed hardcoded size of 9 for the product asset alias.
The ResolvePath function now just appends the @projectproductassets@
alias with the input path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Remove duplicate @projectproductassets@ check in ProcessFileTreeRequest
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix for typos in Hydra python test
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated LocalFileIO::Copy call on Windows to use the Unicode aware CopyFileW API
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AWSMetreicsGemAllocatorFixture to properly suppress asset
cache write errors for Test file creation.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unneeded call to set the @projectproductasstes@ alias at the bottom of the AssetSeedManagerTest SetUp
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a deprecated alias map to the FileIO System
When a deprecated alias is accessed, the FileIO System logs an AZ_Error and indicates the alias that should be used
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated python test scripts to use the projectroot binding
Retrieving the AutomatedTesting project path based on "<devroot>/AutomatedTesting" has been removed.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated references to devroot and devgame within the codebase
The GetAbsoluteDevGameFolderPath functions has been replaced with direct call to AZ::Utils::GetProjectPath
The GetAbsoluteDevRootFolderPath functions has been replaced with direct calls to AZ::Utils::GetEnginePath
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated <engroot>/AutomatedTesting references to projectroot
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Replaced references that assumes the project path is <engroot>/AutomatedTesting with <projectroot> in the AutomatedTesting python test
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Correct casing in emfxworkspace file
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed newly added AppendPathParts function
Removed the Path constructors which accepts a PathIterable instance
The PathIterable isn't safe to return to a user of the Path class as it might be referencing temporary paths supplied via PathView arguments
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed unused parameter warning
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Undid change to the LexicallyProximate function to set the path result to the base path.
It needs to return the *this path if the pathResult is empty
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the LocalFileIO ConvertToAbsolutePath implementations to AZ::Utils
Fixed the ConvertToAbsolutePath implementation for Unix platforms to use a buffer that is size PATH_MAX(4096 on all our supported Unix platforms).
Because the buffer before was AZ::IO::MaxPathLength which as a size of 1024, this was resulting in the Unix `realpath` function smashing the stack when it converts a path to an absolute path that is longer than 1024 characters
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the EditorCore.Tests to attach the AZ Environment to the EditorCore shared library that is statically loaded on launch.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed for DeprecatedAlaisesKeyVisitor Visit function causing the non string_view overloads being hidden causing a hidden base class function warning
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed the AWSMetricsGemMock to use a temporary for writing test assets
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the LocalFileIO::ResolvePath function to use HasRootPath to determine if a path starts with a root path such as "D:", "D:/" or "/"
IsAbsolute was not the corect check as the path of "D:" is a relative
path.
To be absolute according to the Windows the path must have a root
directory. i.e "D:/" or "D:\"
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed absolute path comment from LocalFile_UnixLike.cpp and LocalFile_Android.cpp FindFiles implementations
Updated the ConvertToAlias to supply an AZ::IO::FixedMaxPath
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Replaced usage of the @projectproductassets@ alias with @engroot@ when referring to the LmbrCentral source folder in the CopyDependencyBuilderTest and the SeedBuilderTests
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ScriptCanvas Upgrade Tool to output backed up files to the
Project User Path instead of the engine root
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed whitespacing issues in Application.cpp
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Remove unnecessary creation of a FixedMaxPath in the UpgradeTool.cpp
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Modified testSeedFolder variable in the SeedBuilderTests to use the
@engroot@ alias instead of @projectproductassets@/.. alias when
referring to the LmbrCentral Gem source path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated references to the Project Asset Cache in the PythonTests.
Those tests no longer use the logic `azlmbr.paths.projectroot / "Cache" / "pc"` to retrieve a path to the cache root but instead the `azlmbr.paths.projectproductassets` constant
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the FileIO Deprecated Alias test on Windows
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing @projectsourceassets@ alias, as it is only used once.
Updated the PhysX EditorSystemComponent.cpp to query the ProjectPath
form the SettingsRegistry.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Replaced @projectproductassets@ alias with @products@
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Rollback changes to the PhysX EditorSystemComponent.cpp
The changes to use the ProjectPath from the SettingsRegistry has been implemented in PR #4497
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Setup work for the ContainerEntity SystemComponent and Interface.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Introduce Container Entity Notification Bus
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Introduce a proxy model to control open/closed state of entity containers. Register prefab containers as entity containers. Profit.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Add open state to OnContainerEntityStatusChanged notification + improvements to comments.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix to notification trigger to include new arguments.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix issue where the Level container would not be expanded correctly. The Level container is now no longer a container entity (since we don't need to be able to close it).
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Revert the addition of an extra proxy layer (which was causing issues) and just move the container logic to the existing filter.
Fix bug in the dataChanged signal.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix column count in dataChanged signal to correctly update all column and fix visual glitches.
Limit container registration to the prefab WIP flag so that the changes can be submitted with an opt-in mechanism.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Add doubleclick behavior on Outliner items - enters focus mode when double clicking on prefab containers.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* override sourceModel() to store pointer to avoid dynamic casting at every filterAcceptsRow call.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Minor comment fixes and nits
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Move container selection logic to a helper function in the ContainerEntityInterface to simplify reusing it in the near future.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Support lazy initialization for tests (since we do not load a level, the lazy initialization in OnEntityStreamLoadSuccess does not trigger)
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Swapped the order in which the engine.pak is searched
First the Project Cache Root folder is searched before falling back to
the Executable Directory
Removed the need for the engine.json and project.json in a project
release layout when a "Cache" directory exist at the root.
The project root uses the the first "Cache" directory it finds by scanning upwards as if fails to find a
project.json,
The engine root use the project root, if it fails to reconcile the
engine path using project.json "engine" key and the o3de_manifest.json
"engines_path" object.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed Generation of the engine.json and project.json in Release
Install builds.
The project and engine path can be determined based on the Cache
directory location.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added missing space for enginePakOpened
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding missing endif() and bracket argument terminator.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix "index out of range" error
When the parent is the tree root element, beginInsertRows must be
called with an invalid (but legal) index. A QModelIndex with a row
index of zero when the parent has no children is an illegal index
and will result in "undefined behavior", like the "index out of
range" one.
Therefore, if our parent is the tree root element, we use QModelIndex()
instead.
Fixes#2343
Signed-off-by: Dennis Brakhane <brakhane@gmail.com>
* Use QModelIndex() instead of createIndex(-1, -1)
Both do the same, but the former is Qt best practise.
Signed-off-by: Dennis Brakhane <brakhane@gmail.com>
* add some sanity checks in debug mode
Using illegal ModelIndices can result in hard to debug problems later
on, so add a few checks to help spotting them sooner.
Signed-off-by: Dennis Brakhane <brakhane@gmail.com>
* Added IsDirectory function to SystemFile
This takes the implementation in LocalFileIO and uses it for SystemFile
and then just has LocalFileIO call the SystemFile implementation
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed logic to detect the WinApi FILE_ATTRIBUTE_DIRECTORY attribute
Updated the FileIO.cpp test to use AZ::IO::Path and removed direct uses
of AZStd::string
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding googletest printers for string and Path classes
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the SystemFile_WinAPI functions to use AZStd::to_wstring
This makes the the SystemFile function convert from UTF-8 to UTF-16
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
This provides a fast way for engineers who want to configure -> generate -> open project in IDE -> build & run to do so without waiting for a potentially lengthy Project Manager build.
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Updated the AsetProcessorManagerTest LockFileTest to check the SourceFileNotificationMessage
If the SourceFileNotificationMessage indicates that the source file was
removed, it triggers the callback to spin off a thread to remove the
product file.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed SourceFileNotificationMessage cast to use azrtti_cast
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* - Fix unused release warnings
- Fixed compile errors from missing includes
- Commented out missing AZ_ATOM_PROFILE_FUNCTION macro
Signed-off-by: Steve Pham <spham@amazon.com>
* Deleted AZ_ATOM_PROFILE_FUNCTION
Signed-off-by: Steve Pham <spham@amazon.com>
* Adding more unused errors from windows release build, and updates based on PR suggestions
Signed-off-by: Steve Pham <spham@amazon.com>
Fixed the memory leaking with ID3D12CommandAllocator in DX12 AsyncUploadQueue. Add reset for the ID3D12CommandAllocator when the commandlist was executed.
Fixed another small memory leak in NativeWindow.
Signed-off-by: Qing Tao <qingtao@amazon.com>
* adding Windows/release to PR-validation builds
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* changing trace back to expand to nothing for release
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* typo
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* more fixes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fixing some more unused variable cases
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* renaming file in ScriptCanvas that causes a msbuild warning
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* reverting a previous change
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
AssetBus of queued functions until empty.
This replicates the old behavior of the EBusQueuePolicy::Execute
function that would continue to execute functions if new ones were added
during the execution of the current queue.
Split the TestFixture class from the AssetHandler and EBus handler for the DynamicSliceInstanceSpawnerTests and
PrefabInstanceSpawnerTest.
This avoids the AssetMananager destructor from deleting the test fixture
if the call to UnregisterHandler is ever removed. This also allows the
memory allocators to get online earlier.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* When copying the runtime dependency setreg files to the cache, the name of the registry directory should be all lower case
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Lower case the registry folder name when looking in the asset cache.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* fixes some install paths issues in monolithic release
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* PR comments
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Fix issues with seedlist for AutomatedTesting
Fixes error reporting so it will show the file hint in the tool.
Removes any missing assets from the .seed file.
Remove an unnecessary dependency from AutomatedTesting dependencies
file.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Make ArchiveComponent use AZ::IO::IArchive
Initial changes that will get the sychronous calls in ArchiveComponent
to use IArchive interface rather than external zip/7z tools.
Some of the asynchronous api are still in place, anything that wasn't
being used has been removed for now. This may change later if we move
towards all the api being asynchronous. Until then, we can't remove the
reliance upon the external archive tools completely.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Updates AZStd::thread constructors
Adds a variadic constructor which forwards args to the functor.
Because of our thread_desc extension, there was confusion on the
arugments, so the args were reordered to take the thread_desc first,
before the functor and args.
Also the thread_desc is taken as reference rather than by pointer.
Update callsites to account for this change.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Async operation of ArchiveComponent api
This sets up the ArchiveComponent to operate asynchronously. It uses
promise/future to transfer results to caller.
This is still broken, there's a few things that need to get fixed up,
but this is a good checkpoint for the work as it solidifies the api,
cleans up a bunch of unused code, and compiles.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the platform-specific ArchiveComponen
These are no longer needed, as they control the direct interaction with
host OS tools like 7za.exe or /bin/zip.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the platform-specific files from cmake
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes the 7za.exe (and legal notice)
This tool is no longer needed in the repo.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fixes usage of IArchive::GetFullPath()
This changed to return a PathView, updated to reflect that.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix promises and threads
Make sure promises are only set exactly once. This meant reworking some
of the initial error checking.
Detach threads when created. Adds [[nodiscard]] to the functions that
return a future. Since threads are detached, the future is the main way
to get communication from the thread.
Clean up interface, add comments.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* More edits to thread creation
Changes to thread construction to account for parameter change.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix some remaining issues with ArchiveComponent
Put created threads inside a container, then join them at Deactivate.
Fix asset bundler case when injecting a file with no working directory.
Fix thread constructor that applies args to a function.
Fix lambdas to take string args by value rather than reference.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fixes some remaining bugs in ArchiveComponent
Open archive as read-only during extract & list operations.
Fixes paths issues.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix initialize of opaque thread handle in thread_UnixLike.h
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable in AssetBundleComponent.cpp to fix compiler warning
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix some issues with archives
File paths in the CDR and the local headers need to match, but there
were issues with path separators and case that made it possible to get
invalid headers errors in some archives.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Adds some new ArchiveComponent unit tests
Adds new tests for extraction of archive and adding files from a file
list to an archive.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix file data offset issues when opening archives
When opening an INestedArchive it would run through the CDR headers to
create file entries in the zip cache. The offsets to the compressed
data were being calculated incorrectly because they were using the CDR
headers rather than jumping to the local file headers and getting
offsets from those sizes.
Removed and refactored some archive validation flow and zip cache
factory init methods to either init default or init w/ additional
validation checks.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Addresses PR feedback
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address more points of feedback in PR
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address additional PR feedback
Fixes up some error checks and uses of strings vs paths.
Enable archive component tests on Linux so we can see if they will
pass.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address PR feedback
Change the INestedArchive interface to list files as AZ::IO::Path.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Disabling the ArchiveComponent tests on Linux
They failed so we will revisit them to attempt a fix.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Rename a member variable to be more accurate
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address feedback on PR
Bump version of Archive Components for serialize context.
Improve error messages during archive open and validation.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Revert recent changes
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Intial attempt to convert the Atom/RHI/FrameScheduler to use the new TaskGraph api
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Avoid enqueuing work on the active task thread if the submitted task
graph is waitable
When submitting a task graph, supplying a wait event implies that
dependent jobs must occur on threads that do not wait on the event (in
the absence of work stealing). This change prevents this by adding a
notion of a task thread enable/disable state, and prohibiting dependent
jobs from being enqueued on waiting threads.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
* Convert RPI/Scene to use TaskGraph pass 1, Culling jobs remain on the old system
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* RemoveTask Graph changes from the FrameScheduler::ExecuteGroups, use old job system instead
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Per review, removing commented out code
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Cleanup debug code, & build fix
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Add a cvar & interface to query whether to use jobs or task graph
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Make TaskGraph assert if you try to wait inside a job
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Fix TaskTest SpawnSubgraph to account for the new TaskGraphEvent assert on wait in a running task
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* 3 minor cleanups. 1) Events always store a ptr to their executor 2) Fix clang compile error 3) remove an early out.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Fix double group end that was causing assert/crash plus misc minor diff's with development
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Fix deallocation failure on deactivation of the TaskGraphSystemComponent. Also make the system component account for multiple creation in Unit Tests.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Update with PR feedback
1) Rename UseTaskGraph to IsTaskGraphActive & update related code
2) prefer TaskExecutor::SetInstance
3) add comments and remove commented out code
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Fix incorrect RTTI name for TaskGraphActiveInterface
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Move TaskGraphSystemComponent CRC calculation to a shared variable
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
Co-authored-by: Jeremy Ong <jcong@amazon.com>
* Use XcbUniquePtr to manage xcb resources
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add a unit test for XcbInputDeviceKeyboard
Signed-off-by: Chris Burel <burelc@amazon.com>
* Refactor existing tests and fixtures, split them up in more granular tests, and add more comments.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Refactor test fixture for FocusMode to make it more reusable
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fixture rename, draft of selection test
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Split SetFocus and ClearFocus tests for Editor Focus Mode
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Move BoundsTestComponent to its own file so that it can be reused in Focus Mode Selection tests
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Making progress on selection test. Test compiles now, but selection doesn't seem to be working.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Removed commented out code from previous iteration.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Move BoundsTestComponent under the UnitTest namespace
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Viewport selection tests + minor fixes.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Minor fixes
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Updated references to Engine.pak to be lowercase engine.pak
This makes the engine.pak file consistent with naming scheme of other pak files such as assets.pak.
It will also help avoid issues with mounting the file on Linux.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Engine.pak now loads correctly in release builds. The check for the file existing was failing in release builds because it was only checking inside packs. OpenPack first checks if the file exists, anyways, so it was safe to remove.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
Co-authored-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fix a bug in recursion of prefab links when checking for dirty prefabs
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Added a missing EntityId header
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Provisional impl and testing of central state tracker.
Signed-off-by: John <jonawals@amazon.com>
* Add missing namespace comment.
Signed-off-by: John <jonawals@amazon.com>
* ViewportEditorModeState -> ViewportEditorModes
Signed-off-by: John <jonawals@amazon.com>
* ViewportEditorModesTracker -> ViewportEditorModeTracker
Signed-off-by: John <jonawals@amazon.com>
* GetEditorModeState ->GetViewportEditorModes
Signed-off-by: John <jonawals@amazon.com>
* GetNumTrackedViewports -> GetTrackedViewportCount
Signed-off-by: John <jonawals@amazon.com>
* IsViewportStateBeingTracked -> IsViewportModeTracked
Signed-off-by: John <jonawals@amazon.com>
* Fix API comments.
Signed-off-by: John <jonawals@amazon.com>
* Delete hangover file.
Signed-off-by: John <jonawals@amazon.com>
* Delete more hangover files.
Signed-off-by: John <jonawals@amazon.com>
* Minor member name refactor.
Signed-off-by: John <jonawals@amazon.com>
* Refactor nonclemanture.
Signed-off-by: John <jonawals@amazon.com>
* Rename Enter/ExitMode to Register/UnregisterMode.
Signed-off-by: John <jonawals@amazon.com>
* Error and warning msgs now return AZ::Outcomes.
Signed-off-by: John <jonawals@amazon.com>
* Change all nomenclature to Activate/Deactivate for consistency.
Signed-off-by: John <jonawals@amazon.com>
* Change tense of notification bus methods.
Signed-off-by: John <jonawals@amazon.com>
* Fix malformed string format.
Signed-off-by: John <jonawals@amazon.com>
* Fix malformed string format (again).
Signed-off-by: John <jonawals@amazon.com>
* Fix Linux warning.
Signed-off-by: John <jonawals@amazon.com>
* Call sites for editor mode activate/deactivate.
Signed-off-by: John <jonawals@amazon.com>
* Move Component editor mode logic to ComponentModeCollection.
Signed-off-by: John <jonawals@amazon.com>
* Delete non-source data.
Signed-off-by: John <jonawals@amazon.com>
* Remove line breaks and forward declare class.
Signed-off-by: John <jonawals@amazon.com>
* Remove constructors without ViewportEditorModeTrackerInterface ptr.
Signed-off-by: John <jonawals@amazon.com>
* Add integration tests for viewport editor modes.
Signed-off-by: John <jonawals@amazon.com>
* Address PR comments.
Signed-off-by: John <jonawals@amazon.com>
* Removed ununeeded includes from EBus EBus.h and Policies.h
Updated the locations which needed those includes
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding missing include for <memory> to AWsClientAuthBus.h
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Remove the while true loop in the EBusQueuePolicy Execute() function
The while true loop in Execute was for allowing additional functions to be queued in the middle of execution of current list of functions.
That functionality was dangerous, because if a queued function added itself during execution unconditionally, then it would result in an infinite loop
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetManager::DispatchEvents function to pump the AssetBus event queue until empty
Queued Events on the AssetBus is able to queue additional events on that Bus during execution of those events.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed the AssetManager::DispatchEvents function to only execute the
AssetBus queued events once
Changed the AssetJobsFloodTest.AssetWithNoLoadReference_LoadDependencies_BehaviorObeyed test to dispatch events until the OnAssetContainerReady callback is signaled.
This happens after every asset load to make sure that the
expiring AssetContainer instances are removed from `AssetManager::m_ownedAssetContainer` container before retrying to load the same asset.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a MaxTimeoutSeconds constant for the maximum amount of the time to run a single DispatchEvents loop
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding a temporary Orphan function to the InstanceDatabase, which will remove an instance from the database so it will not be found using Find or FindOrCreate. The instance will still persist until its use-count drops to 0, at which point it will be deleted. This is to enable the model asset to remove existing buffer/modellod/model instances and replace them with new instances that have the up to date data. Added unit tests for testing.
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Fix an incorrect ceil and update ParallelInstance test cases for readability
Signed-off-by: amzn-tommy <waltont@amazon.com>
* overhaul to how camera orbit/pivot behavior works
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update naming from orbit to pivot
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix camera unit tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add additional tests for new camera pivot behavior
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix comment and add additional info for tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
Added a blank placeholder image to account for changes to indention when indicator icons are active
Added parameter to inspector constructor for specifying leaf property indention size
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
Disables a problematic child reparenting code path in EditorEntityModel that led to the series of remove -> add -> remove notifications for reparented entities that led to unnecessary updates and a sporadic QSortFilterProxyModel crash
Signed-off-by: nvsickle <nvsickle@amazon.com>
* No longer can instantiate prefabs in an empty level
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* PR feedback from Ram
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* removing tab
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* PR feedback
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Implement Project Manager 'build' button for Mac and Linux(#4248)
Signed-off-by: Steve Pham <spham@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Remove the PrefabEditManager. Introduce the FocusMode system on the Editor side, and a PrefabFocusHandler on the Prefab side to handle focus.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Changed FocusOnOwningPrefab to return Outcome. Added comments and error checking.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Remove assert for edge case that can actually happen in normal circumstances, simply return false in those cases.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Remove nested FocusModeFramework namespace
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Minor fixes to variable names and comments.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* ClearFocusRoot implementation
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Remove pragma once from cpp file
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Fix header formatting to pass validation
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Do not assert if m_focusModeInterface can't be initialized
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Initialization changes to pass unit tests. Some interfaces are now retrieved on demand and there's clearer failure paths that don't involve asserts to better handle test/headless initializations.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* LYN-6793 [iOS] [asset_profile] 4 assets fail to process for iOS (#4268)
* LYN-6793 [iOS] [asset_profile] 4 assets fail to process for iOS
The issue was because the compression of ETC formats took too long.
Replaced all ETC and PVRTC formats with ASTC formats.
Update all pixel operation for formats with single R channel to align the change with R8.
Signed-off-by: Qing Tao <qingtao@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Use resize_no_construct when creating a buffer asset, since the initial data is going to be memcopy'd anyways. (#4249)
Signed-off-by: amzn-tommy <waltont@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Fix a minor spelling mistake (#4247)
Signed-off-by: amzn-tommy <waltont@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* 1. Update iOS deployment target to 14 (#4266)
2. Set MacOS default deployment target to 11.
Signed-off-by: amzn-sj <srikkant@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Debug build clang fixes
Signed-off-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Fix failed 'server' platform assets on Linux related to Shaders (#4275)
* Add missing 'server' platform identifier for the ShaderBuilder
* Use the current host platform as the fallback platform identifier (and not 'pc')
Signed-off-by: Steve Pham <spham@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* [development] Atom CPU profiler include cleanup (#4272)
- Removed all unnecessary includes to Atom CpuProfiler.h
- Added includes to AzCore Profiler.h where necessary
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Add guard against edge case.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Expose Transform::CreateLookAt to behavior context to use with hydra tests
Signed-off-by: amzn-tommy <waltont@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Cached BLAS objects at the sub-mesh level
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* EMotion FX: Asset Processor generates an Actor for every FBX (#4284)
Fixing the actor behavior to ignore actor asset generation for files that only contain nodes/bones. We're only checking for blend shapes and skins now. In case neither is present in an FBX, we don't export the actor asset.
This makes a plain skeleton a special case where users manually need to add the actor group for the fbx. The most common use case for these are animation files anyway, where we don't want to export actor assets.
Also increased the version number of the actor group so that they are all getting reprocessed and the unneeded actor assets get removed.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* EMotion FX: Crash in the actor builder when fbx meta data contains node groups (#4283)
Fixing a crash related to the small array conversion that made multiple assets crash the actor builder.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Project Manager Gem Dependencies (#4132)
* Fix engine API change and add gem dependencies
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Add GemCatalog dependency test
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Clarify display name and fix missing const
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Moving a couple helper functions into private scope
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Update gem count when unselecting a gem #4074
This addresses the following issue https://github.com/o3de/o3de/issues/4074
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Active/Inactive filter and dependency tooltips
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Accessors for previously added and dependencies
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Cart displays gem dependency changes
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Shorten titles to fit in summary popup
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Remove QString::number
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Remove extra space
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Consolidate source model accesor helpers
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Addressing minor feedback
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* Remove unused local variable
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Fix AutoGen of RPCs with no params
Signed-off-by: puvvadar <puvvadar@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Adds Inspector to Gem Repo Screen (#4242)
* Adds the gem repo screen with the UI built but with mocked data and not connected to the o3de scripts
Signed-off-by: nggieber <nggieber@amazon.com>
* Changed name of added to enabled, disabled define, removed unused functions
Signed-off-by: nggieber <nggieber@amazon.com>
* Added Repo Screen Inspector UI
Signed-off-by: nggieber <nggieber@amazon.com>
* Addressed minor PR feedback
Signed-off-by: nggieber <nggieber@amazon.com>
* Add some more minor PR changes
Signed-off-by: nggieber <nggieber@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Updated NetworkSpawnableHolderComponent to use TransformBus instead of FindComponent. Added dependency on TransformService
Signed-off-by: pereslav <pereslav@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Fixed Entity::GetTransform to work for the components of an activating entity. Made the cached transform lazy evaluated.
Signed-off-by: pereslav <pereslav@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Changed NetworkSpawnableHolderComponent to use Entity::GetTransform instead of an ebus call
Signed-off-by: pereslav <pereslav@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Moved local variable to a smaller scope
Signed-off-by: pereslav <pereslav@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Signed-off-by: LesaelR <LesaelR@amazon.com> (#4278)
* Signed-off-by: LesaelR <LesaelR@amazon.com>
* Removing the un-needed sandbox marks.
Signed-off-by: LesaelR <LesaelR@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Small fix for color node tooltip to ask for values 0-1 instead of 0-255
Signed-off-by: Gene Walters <genewalt@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Exposing NetworkCharacterComponent::TryMoveWithVelocity to script. Updating Multiplayer AutoComponent baseclass behavior context to Reflect itself instead of its derived (human made) component. This is so the derived class can also create behaviorcontext classes of its own if needed. Misc copyright header edit.
Signed-off-by: Gene Walters <genewalt@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Make sure Multiplayer AutoComponents dont generate property OnChange script events if GenerateEventBindings is disabled
Signed-off-by: Gene Walters <genewalt@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Adding parameter names to NetworkCharacterComponent script events so people know what the parameters are used for in scriptcanvas
Signed-off-by: Gene Walters <genewalt@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Small fix to use AZ_CRC_CE
Signed-off-by: Gene Walters <genewalt@amazon.com>
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Disabling some tests when prefab mode is enabled
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Revert "Disabling some tests when prefab mode is enabled"
This reverts commit 3fe9358d42ec9d7fa5ffaee458e4c6ca3ecbed6e.
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Revert "PR feedback"
This reverts commit a5b86d1954974b950b7719d1bc7dd56bc2a2a21b.
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Revert "removing tab"
This reverts commit ff6ef4bfb514d82a1b668baa95901ad363e648d0.
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Revert "PR feedback from Ram"
This reverts commit cba7f9c2a114d3bb51c9b64f38a7e1fef7bb8fe8.
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
* Renaming level->rootInstance
Signed-off-by: Mikhail Naumov <mnaumov@amazon.com>
Co-authored-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
Co-authored-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Co-authored-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
Co-authored-by: Tommy Walton <82672795+amzn-tommy@users.noreply.github.com>
Co-authored-by: SJ <srikkant@amazon.com>
Co-authored-by: AMZN-Olex <5432499+AMZN-Olex@users.noreply.github.com>
Co-authored-by: Scott Romero <24445312+AMZN-ScottR@users.noreply.github.com>
Co-authored-by: amzn-tommy <waltont@amazon.com>
Co-authored-by: dmcdiar <dmcdiar@amazon.com>
Co-authored-by: Benjamin Jillich <43751992+amzn-jillich@users.noreply.github.com>
Co-authored-by: Alex Peterson <26804013+AMZN-alexpete@users.noreply.github.com>
Co-authored-by: puvvadar <puvvadar@amazon.com>
Co-authored-by: AMZN-nggieber <52797929+AMZN-nggieber@users.noreply.github.com>
Co-authored-by: pereslav <pereslav@amazon.com>
Co-authored-by: LesaelR <89800757+LesaelR@users.noreply.github.com>
Co-authored-by: Gene Walters <genewalt@amazon.com>
* first pass fixes for how entity space is handled in the viewport interaction model
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small updates to simplify space handling
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix for influence group with one entity selected
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* some tidy-up and fix for scale manipulator snapping
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* couple of small fixes for scale manipulator
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small comment update
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fixes for integration test failures
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test for rotation manipulator
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test coverage for rotation manipulators
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add tests for translation manipulators and some other tidy-up changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add tests for translating a group of entities
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add some tests for scale manipulators
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* some updates and formatting changes (clang-format) to ViewportScreen
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* simplify usage of lround code
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update missed name updates
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update usage of WorldToScreenNdc
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates following review feedback
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* some more small tidy-up changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* move static variables to be marked inline
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small formatting fixes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
This allows for all the global static `InputChannelId`s to be `constexpr`
as well, which prevents some global constructors, including some CRC32
calculations on application startup.
Signed-off-by: Chris Burel <burelc@amazon.com>
The Linux platform has multiple windowing systems. Support for xcb is
currently in progress, support for Wayland is planned in the future. The
way the current xcb support is included is by making some file with a
`_xcb` suffix, and placing `#if PAL_TRAIT_LINUX_WINDOW_MANAGER_XCB` around
most of that file's contents.
With this change, all of the code in AzFramework that uses xcb directly is
inside the `Platform/Common/Xcb` subdirectory. It greatly reduces the
amount of code in compile-time `#ifdef` checks for the chosen windowing
system. It also provides a logical place to include O3DE-specific xcb
C++ wrappers and interfaces, without polluting non-xcb related code.
Signed-off-by: Chris Burel <burelc@amazon.com>
The new FileReader class allows using either a FileIOBase or SystemFile
classes for reading files.
If a non-nullptr FileIOBase is supplied, the FileIOBase is used,
otherwise SystemFile is used.
Updated the SettingsRegistryMergeUtils
`MergeSettingsToRegistry_ConfigFile` function to use the FileReader.
This allows .cfg such as the autoexec.cfg to be read using FileIO,
therefore allowing it to be read from the engine.pak file.
Because the AZ::Console::ExecuteConfigFile uses the
`MergeSettingsToRegistry_ConfigFile` function for merging *.cfg files to
the SettingsRegistry, this allows the AZ::Console to run console
commands from files within pak files thanks to the ArchiveFileIO being
the default FileIOBase instance
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adds the gem repo screen with the UI built but with mocked data and not connected to the o3de scripts
Signed-off-by: nggieber <nggieber@amazon.com>
* Changed name of added to enabled, disabled define, removed unused functions
Signed-off-by: nggieber <nggieber@amazon.com>
* Added Repo Screen Inspector UI
Signed-off-by: nggieber <nggieber@amazon.com>
* Addressed minor PR feedback
Signed-off-by: nggieber <nggieber@amazon.com>
* Add some more minor PR changes
Signed-off-by: nggieber <nggieber@amazon.com>
* proof of concept change for fixing camera yaw rotation being ignored
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates to fully support camera roll
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small fixes for PR
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* undo changes in EditorCameraComponent
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test to verify interaction between editor viewport view entity change and modular camera controller
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add additional tests for updated camera behaviors
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* revert change to Camera Gem Output Name
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* move location of new files
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix tab/spaces issue
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* remove static from potentially unused functions
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* set camera lib name in CMakeLists.txt file
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* cosmetic CMakeLists.txt change
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Fixed calculation of each archive file data offset.
The location of a file entry in a Zip file is calculated after the local file
header + the length of the filename + the length of the extra field
length per the ZIP file spec.
https://pkware.cachefly.net/webdocs/casestudies/APPNOTE.TXT
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed bIndependentBlocks variable
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
- Added new interface type AZ::Debug::Profiler to externally register profiler systems
- Modified the Atom CPU profiler to register as an AzCore profiler
-- This allows full engine markers to be visualized in the associated ImGui tool
- Converted all AZ_ATOM_PROFILE_* macros to use AZ_PROFILE_* macros instead
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Provisional impl and testing of central state tracker.
Signed-off-by: John <jonawals@amazon.com>
* Add missing namespace comment.
Signed-off-by: John <jonawals@amazon.com>
* ViewportEditorModeState -> ViewportEditorModes
Signed-off-by: John <jonawals@amazon.com>
* ViewportEditorModesTracker -> ViewportEditorModeTracker
Signed-off-by: John <jonawals@amazon.com>
* GetEditorModeState ->GetViewportEditorModes
Signed-off-by: John <jonawals@amazon.com>
* GetNumTrackedViewports -> GetTrackedViewportCount
Signed-off-by: John <jonawals@amazon.com>
* IsViewportStateBeingTracked -> IsViewportModeTracked
Signed-off-by: John <jonawals@amazon.com>
* Fix API comments.
Signed-off-by: John <jonawals@amazon.com>
* Delete hangover file.
Signed-off-by: John <jonawals@amazon.com>
* Delete more hangover files.
Signed-off-by: John <jonawals@amazon.com>
* Minor member name refactor.
Signed-off-by: John <jonawals@amazon.com>
* Refactor nonclemanture.
Signed-off-by: John <jonawals@amazon.com>
* Rename Enter/ExitMode to Register/UnregisterMode.
Signed-off-by: John <jonawals@amazon.com>
* Error and warning msgs now return AZ::Outcomes.
Signed-off-by: John <jonawals@amazon.com>
* Change all nomenclature to Activate/Deactivate for consistency.
Signed-off-by: John <jonawals@amazon.com>
* Change tense of notification bus methods.
Signed-off-by: John <jonawals@amazon.com>
* Fix malformed string format.
Signed-off-by: John <jonawals@amazon.com>
* Fix malformed string format (again).
Signed-off-by: John <jonawals@amazon.com>
* Fix Linux warning.
Signed-off-by: John <jonawals@amazon.com>
* [Mac] Initial support for building with hardened runtime enabled and code signing the binaries and bundles generated by the CMake install process.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Move call to ly_post_install_step
2. Entitlements should only be added for executables
3. Change use of CMake exec_program to newer execute_process
4. Remove broken symlinks from embedded Python frameworks
5. Run post install code signing only if hardened runtime is enabled
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove unnecessary flag
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove unnecessary additional call to condesign python inside a bundle
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Move commonly used install functions for codesigning, copying files, and fixing frameworks to a utility script
2. Remove unnecessary wait in the Editor/AP launchers I added earlier.
3. Codesign 3rd party libraries for distribution.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Codesigning on 3rd party libs should only happen when hardened runtime is enabled.
2. Change the order of the if blocks in Editor's main_dummy.cpp. This was causing strange notarization issues because it wass too similar to AP's main executable.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add new line to end of file
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Move architecture specification to PAL_mac cmake file. 2. Codesign failure should be fatal.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Address some PR feedback
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove unnecessary comment. Change if to use IN_LIST.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* HOME may not always be defined. Adding alternate POSIX way of determining HOME.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Checking in partial work to get O3DE SDK built as an app bundle. Has a bunch of debug code that needs to be cleaned up.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove this and add it back later with fixed casing.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Adding file back with fixed case
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add entitlements sparingly(only when necessary)
2. Convert entitlements to plist files which we can directly pass to codesign
3. Install python site-packages in the o3de_sdk launcher and then launch the project manger.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Move hardened runtime check to codesigning functions only. This way, non-hardened runtime install is identical to the former except for codesign. Makes it easy for QA to test internally.
2. Move cmake min version for install to the pre-install steps.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Remove the dummy launchers for AssetProcessor and Editor
2. Add loader_path to the rpaths of binaries outside an app bundle so that the dynamic loader can load their dependencies if any.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove file named main_dummy.cpp
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add O3DE SDK launcher
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add missing runtime dependencies to gems
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Update the path to binaries when codesigning to the correct one.
2. Remove some debug messages.
3. Move installed binary path setreg generation to the target install function. This way, we get the correct path to the bundle accounting for different configs and subdirectories.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add explanatory comments.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. ly_install_add_install_path_setreg cannot be called during install target because the runtime dependencies are already processed by then.
2. The SDK launcher now uses the ProjectManager's bundle setreg to find the path to the installed binaries
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Update path to install relative binaries after merge from dev
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Only one config of the SDK launcher needs to be installed. Preinstall steps should not be run per config, but only once.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Install python dependencies using the get_python.sh script.
2. Replace any reference to hard-coded package name/version numbers with variables.
3. Add one more missing runtime dependency.
4. Misc. PR feedback.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Remove the need for setreg files in all tool bundle. Project binary path can be used instead.
2. Move O3DE_SDK_Launcher to Code/Tools/BundleLauncher
3. Add ly_install_run_script() function for install(SCRIPT) functionality.
4. Address some other PR feedback.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add source permission when installing O3DE_SDK executable.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Rename setreg file to add specialization tag.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Remove LY_BUILD_PERMUTATION that's not needed
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add BinariesInstallPath.setreg to all our bundles like before. This is now only added during the install process though.
2. Fix path in Install_common.cmake
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Fix comment
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Adds the gem repo screen with the UI built but with mocked data and not connected to the o3de scripts
Signed-off-by: nggieber <nggieber@amazon.com>
* Changed name of added to enabled, disabled define, removed unused functions
Signed-off-by: nggieber <nggieber@amazon.com>
* Added eof nl to qss
Signed-off-by: nggieber <nggieber@amazon.com>
* Restores the branch to the old status from old branch
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Changes that didnt make it from merge manually fixed
Signed-off-by: aaguilea <aaguilea@amazon.com>
* forgot one
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Added Ebus in order to remove rigidbody's dependencies
Signed-off-by: aaguilea <aaguilea@amazon.com>
* answering some of the comments in the PR
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Small typo changed
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Added array index operators to Spawnable(Const)EntityContainerView.
This commit also includes some tweaks to the begin/end functions and unit tests.
Ticket: https://github.com/o3de/o3de/issues/4110
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
* Fixed string formatter for assert in Spawnable(Const)EntityContainerView.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
* Added empty() to Spawnable(Const)EntityContainerView and made move functions use [[nodiscard]]
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
* Create a new InputContextComponent.
- An InputContextComponent is used to configure (at edit time) the data necessary to create an AzFrameowrk::InputContext (at run time). The lifecycle of any InputContextComponent is controlled by the AZ::Entity it is attached to (adhering to the same rules as any other AZ::Component), and the InputContext which it owns is created/destroyed when the component is activated/deactivated.
- The underlying AzFramework::InputContext and AzFramework::InputMapping* classes already exist, along with comprehensive unit tests (see Code/Framework/AzFramework/Tests/InputTests.cpp). All changes in this PR are simply to allow input contexts / input mappings to be defined/edited from the editor using data.
- The new InputContextComponent is similar in many respects to the InputConfigurationComponent found in the StartingPointInput Gem, the main difference being that the user-defined input mapping objects the new component creates are identical (from the perspective of any input consumer) to 'raw' engine-defined input channels (the existing AzFramework::InputMapping class inherits from the existing AzFramework::InputChannel class). This means that any system which consumes input (in either C++ or lua) can seamlessly interchange between obtaining input using either the 'raw' engine-defined input channels (eg. InputDeviceGamepad::Button::A, InputDeviceKeyboard::Key::AlphanumericA, etc.) or any user-defined input mapping, which can now be defined from the editor using data. Ultimately I would like to deprecate the StartingPointInput::InputConfigurationComponent in favour of this new InputContextComponent, which isn't realistic at present because the former is used pervasively throughout many different projects, and it integrates with ScriptCanvas in a way that I have yet to replicate, but this is a step towards the goal of a unified, engine-wide input context/input mapping solution that can be used interchangeably by any system, project, or Gem.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Edited some reflected property descriptions for clarity.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Fix clang builds:
- Add a missing virtual destructor.
- Fix the scope of two reflected property attribute functions.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Fix for InputContextComponent being reflected twice in some cirsumstances.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Updates in response to PR feedback.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* More updates based on review feedback.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Added string and string_view class constructor overloads which is deleted that prevents initializing them from a nullptr or an integer type
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed locations where string and string_view were initialized with
nullptr
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix IArchive::IsInstalledToHDD signature
Updated calls to ConvertAbsolutePathToAliasedPath to use an
list initialization instead of nullptr
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the GameApplication to mount the engine.pak
This allows loading the autoexec.cfg and bootstrap.game.<config>.<platform>.setreg from the engine.pak files
The engine.pak is searched for in the following order: <ExecutableDirectory>/engine.pak, followed by <ProjectCacheRoot>/engine.pak
Removed a lot of unused APIs from the AZ::IO::Archive feature suite
Updated many of the AZ::IO::Archive classes to use AZ::IO::Path internally.
The logic to search for files within an Archive has been updated to use AZ::IO::Path and to remove case-insensitve string comparisons
Somehow removed the CryFile dependency on anything Cry
Updated the Settings Registry to support reading from the FileIOBase and therefore Archive files in the GameLauncher via the `SetUseFileIO` function
Removed AzFramework Dependency on md5 3rdParty library
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Linux build fix
Added an include of <stdio.h> before the <rapidxml/rapidxml.h> include as it usesnprintf.
Added `static` to the constexpr constants in ExtractFileDescription in SettingsRegistryImpl.cpp to fix clang compile issue
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the case used to mount the Engine PAK file in the GameApplication to be Engine.pak to match the other locations where it is mounted
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the proper FFont call to FileIOBase::Size to supply the correct
integer type of AZ::u64 instead of size_t
This fixes building on platforms where size_t is type defined to be
unsigned long
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed segmentation fault in Archive::Unregister when outputing the filename of the Archive file being closed
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix calls to OpenPack in the Legacy LevelSystem
The LevelSystem was calling the incorrect overload of OpenPack that
accepts BindRoot for the mounted level.pak instead of the overload that
that passes a memory block object.
This was causing the level pak files to be mounted using an invalid
directory, causing file accesses inside the level pak to fail.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the error messages in the ZipDir CacheFactory class to use AZ_Warning directly
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ArchiveFileIO m_trackedFiles container to store mapped type as an AZ::IO::Path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* expose sticky select option to the SettingsRegistry
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update missed callsites after API change to Manipulator Test Framework
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates following review feedback
Signed-off-by: hultonha <hultonha@amazon.co.uk>
Merge pull request #4102 from aws-lumberyard-dev/Atom/santorac/WarnOnMaterialPsoChanges
These changes make material system report warnings when gameplay scripts attempt to change PSO-impacting material properties at runtime. So far the material system has always allowed any properties to be changed at runtime, including those that affect Pipeline State Objects (PSOs), as this is supported on several platforms. But some platforms require that Pipeline State Objects be pre-compiled and shipped with the game. At some point we will need to add new restrictions that limit what material properties can be changed at runtime. In the meantime, these warnings should alert users to avoid this, as the functionality likely won't be supported in the future.
- Made the Material and LuaMaterialFunctor classes configurable to report errors or warnings when material properties modify Pipeline State Objects. This is controlled by a new "MaterialPropertyPsoHandling" enum.
- Made the EditorMaterialComponent override PSO handling as Enabled, to prevent warnings when the user is editing material instance property overrides. This requried a new MaterialComponentNotificationBus bus message "OnMaterialInstanceCreated".
- Added a new ScopedValue utility class that simply sets a value when it goes out of scope.
- Removed unnecessary GetMaterialPropertyDependencies member from material functor context classes, as this is already available as part of the functor itself.
- Made Material::SetPropertyValue return early when the property value hadn't actually changed. Besides being more efficientn, this prevents unnecessary spamming of the new warning.
- Made a couple imporvements to material_find_overrides_demo.lua:
- Made the target material slot name configurable through an exposed component property.
- Fixed a timing issue where the assignmentId was invalid if FindMaterialAssignmentId is called too early.
* Fix code that deregisters the Atom Scene subsystem from the AzFramework Scene
The AzFramework Scene subsystem API is a generic container based on the
type of argument that is passed to it. It maintains a vector of typeids,
and only one object of any type is stored at a time. The Bootstrap system
component registers the Atom scene as a `ScenePtr` (aka
`AZStd::shared_ptr<RPI:Scene>`) with the AzFramework Scene's generic
subsystem. However, the component was previously deregistering the type by
value, `RPI::Scene`. Since no subsystem for the type `RPI::Scene` was set,
unsetting this type did nothing. The result was that the `RPI::Scene`
object would still be around by the time that all the Atom
`InstanceDatabse`s were being destroyed, resulting in a large number of
errors reported about leaked instances during global shutdown.
This fixes the above issue by passing the `m_defaultScene` as a parameter
to `AzFramework::Scene::UnsetSubsystem`, the same value that is passed to
`SetSubsystem`. This is better, because instead of providing explicit
template arguments (which were specifying the incorrect type), this now
allows the compiler to deduce the correct type, and the syntax is symmetric
with the call to `SetSubsystem`.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Correctly release the AWS API from the `HttpRequestManager` module
This code was incorrectly assuming that
`AWSNativeSDKInit::InitializationManager::Shutdown()` would be called
automatically by the `InitializationManager` itself. However, all that
`InitAwsApi()` does is create an `AZ::EnvironmentVariable`, which is a
ref-counted type, and stores it in a global static. That global static is
defined in a static library (namely `AWSNativeSDKInit`), which is linked
in to the `HttpRequestManager` dynamic lib. Because it is a global static,
it has to be explicitly cleared with the call to `Shutdown()`. Otherwise
the destructor of the EnvironmentVariable doesn't happen until global
destruction, by which time the allocator that is supplied to the AWS SDK
has already been destroyed, and the shutdown of the AWS SDK attempts to use
the already-destroyed allocator.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Avoid blocking the remote console server thread if there are no connections
The Remote console server runs in a separate thread. Previously, it would
directly call `AzSock::Accept()` and block the server thread until some
client connected to it. However, if no client connected, the thread would
continue to be blocked, even if the game launcher tried to exit.
This adds a check to see if there's a client on the socket before calling
`Accept()`, to avoid the deadlock on launcher exit.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fix a log message to print one message per line
Signed-off-by: Chris Burel <burelc@amazon.com>
* Allow pumping the event loop to close the launcher window
Events from the OS are handled in the game's main loop. The general loop
looks like this:
* Read events from the OS
* Tick the game application
One of the events that can come from the OS is that the window hosting the
game is closed. When this event happens, many resources provided by the
renderer are freed, and the game application's `shouldExit` bit is set.
However, when the game's `Tick()` is called, there is lots of code that
assumes the renderer is still there. To avoid crashing in the `Tick()`
call, check if the game should exit after pumping the system events.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Unload the level when exiting the launcher
This ensures that any resources held onto by the level are freed before the
launcher exits.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add an explicit bus `Disconnect()` call to `AZCoreLogSink`
This is necessary because this bus has virtual functions and can be called
from multiple threads.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Allow normal cleanup to take place when exiting the game launcher
Previously, global cleanup was side-stepped by calling `TerminateProcess`
or `exit`, when quitting the game launcher. This is in contrast to the call
to `_exit` on Linux and Mac when exiting the Editor. That leading `_` makes
a big difference: the former runs object destruction, the latter does not.
Instead of making the launcher exit with `_exit` on Linux, instead, remove
that call and actually run all the atexit code.
This does not modify the Editor's behavior however. It still uses `_exit`
and `TerminateProcess`.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Remove the "TEST_SUPPORTED" traits.
Terrain unit tests should be usable on all platforms, so they shouldn't need a platform-specific trait to enable/disable.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fix a few misc terrain bugs.
* Change Activate/Deactivate to happen immediately instead of deferring. There were too many order-of-operation bugs caused by trying to defer this.
* Added implementation for calculating normals.
* Fixed bug where GetHeightSynchronous wasn't stopping at the highest-priority layer.
* Added locks for SurfaceData bus to help ensure we lock our mutexes in the correct order and avoid deadlocks.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Add trivial TerrainSystem tests.
Tests construction, Activate(), Deactivate(), and destruction.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Unified Terrain system calls on single bus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Added mock for TerrainDataNotificationBus listener.
Also added unit tests to verify the listener, and added in missing notification events.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Removed extra Sampler class.
Fixed up APIs to correctly pass Sampler and terrainExistsPtr around.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Switched MockTerrainSystem to be proper gmock.
This makes it for flexible to use and easier to reuse from other test environments.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fix settings bug caused by bad order of operations that occurred when the methods moved to a different bus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Eliminate extra EBus by simplifying area initialization.
Previously, there was a back-and-forth ebus signal used for the terrain system to find any terrain spawners that were created prior to the terrain system activation. Now it uses the more simple technique of just grabbing all the spawners that are currently hooked up to the spawner ebus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Switch to NiceMock so that "uninteresting" mock calls get ignored.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback.
Filled in terrainExistsPtr at the end, and added it to GetNormal as well.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed shader height calculation.
It was off by half a pixel, and it was interpolating, both of which were wrong.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed issue where two Paths could compare equal to each other, but hash
differently
This issue is caused by the Path comparison logic using the path
separator of the left path in a comparison of two paths(left and right)
to determine whether the PathComparison is case-sensitive or not.
The logic has been updated to only perform a non-case-sensitive path
comparison if both paths are using the WindowsPathSeperator of `\`
Also fixed issue with the Hashing algorihtm of the Path class to always
hash the root directory as if it is `/`.
This allows a path of "C:\foo" and "C:/foo" to hash to the equivalent
value.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* MS Build Tools 14.29 workaround around suppressing warnings using the external header feature
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a max_size function to all AZStd container style allocator
functions
The max_size functions returns the maximum value that a single contiguous
allocation value returns
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the BestFitExternalMapSchema and MallocSchema
GetMaxContiguousAllocationSize function
Those functions now return a Max allocation size of
AZ_CORE_MAX_ALLOCATOR size to indicate the maximum size for a single
allocation
Changed the IAllocatorAllocator::GetMaxContiguousAllocationSize function
from a pure virtual function to regular virtual function
Removed the left over String.cpp test to validate that the issue with
the allocator::max_size() function was occuring
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixes to icon generation. Generating a pixmap out of a size won't take the screen scaling factor into account, resulting in blurry results.
Note that this is not a catchall solution, every case needs to be addressed manually.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* HighDpi fixes for startup splashscreen and About dialog
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Add helper function to generate appropriate pixmaps for a screen based on its dpi settings.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Implement sync interval and refresh rate API for RenderViewportWidget
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Measure actual frame timings in the viewport info overlay.
Takes the median of the sum of (frame end - frame begin) to provide more a more representative view of when frames begin and end.
Note: Until VSync is internally supported by the event loop, this will produce nearly identical frame timings as the frame will spend as much time as needed synchronously waiting on a vblank.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Make frame timing per-pipeline, wire up refresh rate info to ViewportContext
Signed-off-by: nvsickle <nvsickle@amazon.com>
* POC: Frame limit pipeline rendering
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Switch Editor tick to every 0ms to allow better tick accumulation behavior
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Move RPISystemComponent to the tick bus, remove tick accumulation logic
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Add `AddToRenderTickAtInterval` to RenderPipeline API
This allows a pipeline to update at a set cadence, instead of rendering every frame or being directly told when to tick.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Make ViewportContext enforce a target framerate
-Adds GetFpsLimit/SetFpsLimit for actively limiting FPS
-Calculates a render tick interval based on vsync and the vps limit and updates the current pipeline
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Add r_fps_limit and ed_inactive_viewport_fps_limit cvars
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Quick null check from a crash I bumped into
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix off-by-one on FPS calculation (shouldn't include the not-yet-rendered frame)
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Clarify frame time begin initialization
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix TrackView export.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Address some reviewer feedback, revert RPISystem API change, fix CPU profiler.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Add g_simulation_tick_rate
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Address review feedback, make frame limit updates event driven
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Remove timestamp update from ComponentApplication::Tick
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix window size when dropped on a screen with a different scale setting compared to the one it was dragged from.
Note that this fixes a bug that could only be reproduced with the PerScreenDpiAware setting activated - current editor uses SystemDpiAware.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix loss of precision warning.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* remove redundant API calls from EditorViewportWidget and use new WorldToScreen call
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* remove additional pre/post widget render calls that are no longer required
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Avoid redefining `PRI` macros on Linux
The fixed width 64-bit integer types are defined differently per platform.
Some platforms define it as "long", others define it as "long long". For
consistency, `AZ::u64` or `AZ::s64` is always defined to "long long".
However, this causes problems for formatting those types, because on
platforms where `uint64_t` is a `long`, `PRIu64` gives the wrong format
string for `AZ::u64`. Previously this was fixed by redefining the `PRI`
macros so that they work for `AZ::u64`, but that breaks the ability to
format `uint64_t`.
We could add an AZ-specific version of the `PRI` macros for 64-bit integer
types, but we don't really need to, since they are `long long` on every
platform we support.
* Use `%ll` for `AZ::u64`
* Use `PRIu64` for `uint64_t`
Signed-off-by: Chris Burel <burelc@amazon.com>
* Avoid redefining `PRI` macros in CryCommon
Signed-off-by: Chris Burel <burelc@amazon.com>
The terrain feature processor was crashing due to an invalid shader name. The shader name has been fixed, but the feature processor has also been hardened so that it no longer crashes if a shader fails to load.
Also, while testing, this inadvertently exposed a second crash in EntitySerializer that occurs when components don't serialize in correctly.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed PathView `MakeRelativeTo` and `Append` functions path segment
comparisons when using the Windows path separator of '\'
The PathSegment comparisons were case-sensitive in both those functions
and now use `Internal::ComparePathSegments` function to perform the
appropriate case comparison based on the path separator value of the
Path class
Reverted the LocalFileIO::CheckInvalidWrite function back to not
lowercasing the assets alias and input path before invoking
`PathView::IsRelativeTo`
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Simplified the LocalFileIO::ConvertToAliasBuffer logic
Fix for the ArchiveTest
`IResourceList_Add_AbsolutePath_RemovesAndReplacesWithAlias` and
`TestArchiveViaFileIO` test
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a PathIterable structure stores a non-heap container of normalized path segments of an input path.
Moved the PathParser logic to a PathParser.inl file
Removed dependency of the PathView::IsRelativeTo logic on FixedMaxPath
There is no longer a 1024 character limit when determining if a path is relative to a base
Added a GetNormalPathParts and AppendNormalPathParts to function and removed LexicallyNormalInplace to share the logic for creating a normalized path between IsRelativeTo and LexicallyNormal
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Clang PathIterable.inl build fix
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed Normalize and Relative Path functions initialize the result paths
With the correct path separator for the paths being transformed
Ported over the Custom Path Root Separator logic to the PathParser.inl
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated he Shader Preprocessor include path gather.
It now uses AZ::IO::Path for the path operations and checks if the path
exist before adding it to the list of include paths.
Finally the set logic has been removed for a simpler find_if check to
see if the include path already since in the project include paths
This fixes the Asset Processing issues with shader includes due to the
Path.inl changes
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed tail recursion call to AppendNormalPathParts to supply a PathView with the same path separator as the parent call
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding reference qualifier overloads to the Path class Native function
Removed the conversion operators from the Path class for converting to a
string_type&/const string_type&
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Many of these are just extra noise in the profile, but the one in Archive.cpp could also cause PIX to crash.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Move a few specializations from AzStdOnDemandReflection.inl to cpp file
This reduces compilation time and produced profile/debug file sizes.
The specializations for string and string_view are only implemented for 'char' type, since
others are not used anywhere.
Extracted `Reflect` method from `ClientAuthAWSCredentials` to a cpp file.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Windows build fixes.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Added missing license.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Fix missing spaces in template argument lists
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Clang format on ClientAuthAWSCredentials.cpp
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Merge upstream development and fix linux build.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Miscellaneous fixes and PAL changes required for restricted platforms.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Rename O3DE::ProjectManager::ProjectUtils::ReplaceFile -> ReplaceProjectFile to prevent conflict with Windows ReplaceFile #define
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Various terrain improvements:
- Height now stored in a R16_unorm to decrease the amount of memory / memory bandwidth needed for the height field
- Many simplifications to the feature processor
- Added a shader to render to the depth pre pass
- Pulled common functionality needed by depth and forward to a common include shader
- Forward shader now outputs to all the expected render targets
- Adjusted the way normals and lighting are being calculated
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding missing shader files. Updated terrain shader to alter the color slightly with height.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removed pixel shader code from terrain depth pass
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Renamed the depth pass shaders to no longer indicate they include a pixel shader.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing unneeded code from TerrainCommon.azsli
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* WIP changes for viewport single select and better integration tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update test to verify single click selection in the viewport
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* temporarily remove changes for single select
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* temporarily remove ChangeSelectedEntity call
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* initial tests to validate current viewport selection model
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* some tidy-up before publishing PR
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add reference to const type in loop
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* temporarily disable box select test
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* CHanges to Push/Pop Matrix
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed bad commit
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* REmoved the AxisAlignedBoxShapeComponentBux and AxisAlignedBoxShapeConfig
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed derivation of AxisAlignedBoxShape
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Added ShowChildrenOnly to Component
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed cmake file
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Changes from review
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Added tests for AxisAlignedBoxShape
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Addressed PR comments and added one further test.
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Removed dead code.
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Changes from review
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Spelling fix and changed link to docs
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed profile bug in Linux
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed problem with Unity Profile Build in Tests
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fix for camera look-at and position being the same when calculating orbit point
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add unit test to verify camera orbit behavior
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* preparatory work to allow for more viewport integration tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* minor grammatical fix
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix for missed bus call update
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Legacy cleanup - part 3
Not much is left that can be easily removed,
so I think this will be last cleanup before the legacy functionality is replaced.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* fix windows build, remove a few more things, re-add one file
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Remove legacy RenderBus + more cleanups
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Remove MaterialOwnerBus.h
Clean-up in Cry_Matrix34/33
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
- Protected python execution of OnEventGenericHook by trying to lock the GIL and show a descriptive error when it was not possible to lock.
- Improved mechanism to lock python mutex and GIL in PhytonSystemComponent. Acquiring/releasing GIL once per thread.
- Added unit test to verify errors are fired when trying to execute OnEventGenericHook from another thread (as it should not able to acquire the GIL).
- Improved python threading tests to actually using python buses.
Signed-off-by: moraaar moraaar@amazon.com
* add a new implementation for cone/ray intersect to simplify and fix existing issue
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* move new ray/cone intersection function to AzToolsFramework - repond to PR comments
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates following PR feedback
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add additional comment to give more context to the intersection function
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update google test expect usage
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Modernization + small fix.
Modernize ( `bool`/`override`/other) code in AzCore, AzFramework, AzQtComponents, AzToolsFramework, etc.
Replaced a `bind` or two, use `using` in a few places as well.
Fix nullptr comparison of AZStd::function.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Apply review-based changes
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
- Fixed error in iOS profile non-unity build error: unused variable 'INVALID_OFFSET'. The global variable is static const only visible to the cpp, removed since it's not used.
- Fixed error in windows release 'timeoutSeconds': unreferenced formal parameter
Signed-off-by: moraaar <moraaar@amazon.com>
- Fixed cloth asset, which stopped working due to Updated skeleton logic: #2957 which changes how fbx graph nodes are collected (affecting its names, which is used by cloth modifier).
- Fixed cloth test suite active call to base's run_test function. It stopped working when its signature was changed here: 182d410#diff-3f5d93b0a76c838893693f19f2eacfe3e67040d445d6463c5c425ef5075cb409
- Renamed nvcloth TestSuite_Active.py to TestSuite_Main.py to be consistent with the other test folders.
- Fixed ModelAsset creator clone function. It was missing to copy the material slots, ultimately causing Material Component to show 0 material slots.
- Fixed crash where the revert overrides menu was not created when checking changes for selected component and selected entities.
Signed-off-by: moraaar moraaar@amazon.com
* - Add support for a custom path root separator using a trait.
- Ensure to set both FilePathKey_ProjectUserPath and FilePathKey_ProjectLogPath to a writeable storage location on non-host platforms.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Remove az_trait_validator.py, as our PAL guidance no longer dictates that all traits must be defined for all platforms.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Updated based on review feedback.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Implemented the RFC to allow projects to need to specify the Gems
Projects no longer need to specify CMake Targets to associate a Gem
variant with.
In order to associate a CMake Target with a gem variant a new
`ly_set_gem_variant_to_load` function has been added that maps CMake
Targets -> Gem Variants.
This allows CMake Targets to self describe which gem variants they
desire to build and load
This implementation is backwards compatible:
The `ly_enable_gems` function still accepts the TARGETS and VARIANTS
arguments which it will forward to the new `ly_set_gem_variant_to_load`
function to allow the input Targets to be associated with input Gem
Variants
This changes fixes the issue with gems that are required by an
Application regardless of the Project in use, not replicating it's
"requiredness" to the SDK layout
Fixes#3430
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added an LY_PROJECT_NAME property to the Launcher targets
The `ly_enable_gems_delayed` now command queries the LY_PROJECT_NAME property
associated with each target to determine if the gems being enabled are
match the project the target is associated with.
In this case the target only adds dependencies if the gems is being enabled
without a specific project or if the gems is being enabled for the
matching project.
If the LY_PROJECT_NAME property is not set for target, it indicates the
gems for each project can be added as dependencies to the target.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* The INSTALL step now forwards the LY_PROJECT_NAME property for a target
The Install_common.cmake has been updated to support configuring
TARGET_PROPERTIES into the generated CMakeLists.txt for install targets.
Furthermore the indentation of the generated CMakeLists.txt has been
normalized to help with readability
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the Atom_Bootstrap CMakeLists.txt to enable the Atom_Bootstrap Gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a deprecation message to ly_enable_gems when supplying TARGETS and
VARIANTS
Added a define_property call for the LY_PROJECT_NAME target property
Removed the .Builders alias for the PrefabBuilder and renamed the
GEM_MODULE target o PrefabBuilder.Builders.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed superflous space from AutomatedTesting Gem CMakeLists.txt
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix rpath for lrelease binary
This fixes the rpath for lrelease which is used to compile the qt translation file.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix a LocalFileIO path casing issue
LocalFileIO was lowercasing the entire path after substituting aliases.
This caused files to not be found and many failures in AP.
Fixed to only lowercase the trailing relative path after the substitution.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removed a message line
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* {LYN2076} Add Material data types Behavior for the scene graph
Adding behavior to expose GraphData MaterialData to Python scripts so that scripters can read in the material properties from a scene graph
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* new warning fixed in code
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
-Fix a missing QPainter::restore call
-Remove 0px font sizes from our qss, which was just getting ignored by Qt and triggering a warning
Signed-off-by: nvsickle <nvsickle@amazon.com>
Changes how runtime dependencies are hooked as dependencies to create depenedencies to the inputs
This makes it that if an input to the runtime dependencies changes, it gets re-copied (e.g. a 3rdParty changes or a file added through ly_add_target_files)
Closes Issue #3391
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Changed path Amazon to O3DE. Fixed issues that setreg is not loaded in game launchers.
Signed-off-by: jiaweig <jiaweig@amazon.com>
* Add brackets.
Signed-off-by: jiaweig <jiaweig@amazon.com>
* Refocuses from tab to button on projects screen fist time it is opened
Signed-off-by: nggieber <nggieber@amazon.com>
* Adds border highlighting to big buttons when they are focused
Signed-off-by: nggieber <nggieber@amazon.com>
* Fixes issues where project buttons aren't found or deleted on projects screen
Signed-off-by: nggieber <nggieber@amazon.com>
* Adds tooltip to project name showing project path
Signed-off-by: nggieber <nggieber@amazon.com>
* Legacy cleanup, part 2
There are still things that can be removed, those will be likely done in part three:
`The Return of the Cleanup` :)
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Fix windows build
Somehow there were some unfixed errors from enabled warnings?
I'm unsure if I've pulled repo in unstable state, or those were somehow
missed.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS
Signed-off-by: Steve Pham <spham@amazon.com>
* Various fixes and empty boilerplate files required for restricted platforms.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Add comments to address review feedback.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Fix two compilation errors exposed when enabling tools support for any restricted platform.
- The simple one: remove menu commands that call OnChangeGameSpec (which has since been removed) from CryEdit.cpp
- The "I almost threw my computer out the window" one: pull PVRTC.cpp out of unity builds, because it indirectly #includes winnt.h, which typedefs wchar_t WCHAR, which causes a complilation error (Error C2632 'wchar_t' followed by 'wchar_t' is illegal ImageProcessingAtom.Editor.Static C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um\winnt.h 471) if something else in the unity file has also happened to define WCHAR as wchar_t. Enabling tools support for any restricted platform resulted in this happening due to different compile definitions being set for ImageConvert.cpp and BuilderSettingManager.cpp (see Gems/Atom/Asset/ImageProcessingAtom/Code/CMakeLists.txt), which resulted in those two files being pulled out of unity builds, which resulted in the entirely unrelated PVRTC.cpp file being moved from the first thing included by a unity file to the second last thing included by a different unity file, that just happened to include something else (prior to PVRTC.cpp) which was defining WCHAR as wchar_t.
Signed-off-by: bosnichd <bosnichd@amazon.com>
Update package name and hash
Add compressor names.
Update ImageProcessingAtom unit tests.
Removed some unused test assets under ImageProcessingAtom
Enalbe ISPC to all the platforms.
Better error message with compression/decompression
Add temp folder to git ignore
added ispccompressor for all platform. valid it with linux
Update windows package hashes.
Removed AZ_TRAIT_IMAGEPROCESSING_USE_ISPC_TEXTURE_COMPRESSOR
Minor refactor with image processing unit tests.
Signed-off-by: qingtao <qingtao@amazon.com>
* expose camera input channels to the ui and ensure the cached values are refreshed when updated
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small fixes for tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Potential Memory Corruption in Release Build
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* @lumberyard-employee-dm suggested code
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* warnings as errors found in VS2022
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* simplifying some strucutres used and fixing a bug
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* some unused fixes for VS2022
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fix for other platforms
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fixes check used in unit tests to be case-insensitive
fixes memory leaks/invalid memory operations in AWSCore tests
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Fix level creation on Linux
Creating a new level on linux would fail due to backslashes being used in mkdir.
Fixed the slashes to use the AZ_CORRECT_FILESYSTEM_SEPARATOR.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removed extra line that wasn't needed
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* WIP - small legacy cleanup
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* More cleanups + build fixes
Use AZstd instead of std types in a few places.
Remove m_nameTable.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Legacy code cleanups
Remove unused methods using legacy functionality
* EditorViewportWidget::AdjustObjectPosition
* DisplayContext - remove `renderer` pointer
* DisplayContext - log errors when functions using `renderer` are called
* CTrackGizmo::DrawAxis - log errors when function uses `renderer`.
* Legacy CCamera - remove Project, Unproject and CalcScreenBounds
* Remove all unused methods from Cry_GeoDistance.h/Cry_GeoIntersect.h
* Remove Lineseg_Triangle from Cry_GeoOverlap.h
* IEntityRenderState.h - remove unused types
* SMeshColor remove Lerp method and associated constructor.
* IMaterial.h - remove unused types and a few methods
* IRenderMesh.h - remove a few unused methods and use int8 instead of
byte
* IRender.h - remove almost all of the contents
* IShader.h - remove unused types and a few methods
* IStatObj.h - remove unused types and a few methods
* SSystemGlobalEnvironment - remove `renderer` pointer
* IRenderGraph - remove 2 unused methods
* physinterface.h - remove almost all of the contents
* CXmlUtils no longer inherits ISystemEventListener
* CXmlNode no longer has custom new/delete
* Remove IRenderer from some test mocks.
Removed files:
* CryName.h
* Cry_MatrixDiag.h
* Cry_XOptimise.h
* HeapAllocator.h
* IRendererMock.h
* PoolAllocator.h
Things to consider:
* Remove GetMemoryUsage & friends.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Apply review suggestions
IMovieSystem.h - remove unused includes.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Move unreachable code to `#if 0` block
This is hopefully temporary measure until the original functionality is
re-implemented
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Fix bad merge I messed up.
Fix bad merge I messed up, by re-removing FrameProfiler.h from crycommon_files.cmake (this was removed in an earlier commit this morning: https://github.com/o3de/o3de/pull/3394).
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Update Code/Framework/AzCore/AzCore/std/string/string_view.h
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* implement review suggestion
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* following review, using LYSHINE_ATOM_TODO to guard
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Remove commented out include
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* EditorViewportWidget.cpp: Convert commented out code to guarded one
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
Co-authored-by: bosnichd <bosnichd@amazon.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Changes in this commit :
- Added AreDirtyTemplatesPresent() method to PrefabSystemComponentInterface
- Added ConstructSaveLevelDialog() helper method to create the save level dialog
- Added ExecuteSavePrefabsDialog() helper method to create and execute the save prefabs dialog
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Add linux equivalents for all the places that enumerate platforms
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fix the AssetFileInfoListComparisonTest fixture to not hardcode the PC platform
Signed-off-by: Chris Burel <burelc@amazon.com>
NOTE: The memory driller is still intact for now to avoid needing to
modify allocators, but the frame/cpu portions of driller and the
standalone executable are now gone.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
Root Cause:
On Linux, there is no need to wrap paths with double quotes for an executable
when spawning a process with execve (or in this case QProcess::startDetached).
Having the double quotes will result in an underlying "path not found"
Signed-off-by: spham-amzn <spham@amazon.com>
* updates to camera tests to support different delta times and some further tidy-up
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* support variable delta time in mouse move test
Signed-off-by: hultonha <hultonha@amazon.co.uk>
Made Model Material Conversion Optional
Added a new registry setting that disables automatic conversion of materials from model files like FBX.
By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.
Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.
Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows SceneAPI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.
Testing:
- Changing the registry setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switching the material conversion registry setting from true to false. (Details below)
- Merged this change to a customer's fork and tested on their existing content.
Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
- Entity 1 material assignments
- Blue_Zaxis: left as-is
- Green_Yaxis: exported the material
- Red_Xaxis: exported the material, and changed the material instance color to pink
- StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
- With_Texture: selected an existing brick material, changed the material instance color to red.
- Entity 2 material assignments
- Default Material: set to an existing brick material
- Blue_Zaxis: manually assigned built-in material that was converted from fbx
- Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange
This is the initial Terrain Gem. In this PR, it doesn't do anything, but it contains all of the initial code, icons, and build scripts for the gem to compile and build successfully. The follow-up PR will contain the first round of functioning code.
Also, with the creation of the gem, the TerrainSurfaceDataSystemComponent is getting relocated from the SurfaceData Gem to the Terrain Gem. This should have no impact, as that component has provided no active functionality in o3de. (It will start working again with the initial terrain system code in the next PR)
This also adds a couple of null guards to prefab code to prevent AP crashes, and fixed an incorrect service dependency in the VegetationSystemComponent that was exposed by moving the TerrainSurfaceDataSystemComponent.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Updated the CrySystem module to execute deferred console commands
This allows the CVars declared in CrySystem module to execute commands
invoked before it was loaded.
This is particularly useful for the load level command
resolves#2062
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the invocation of deferred console commands after the LevelSystem
instance has been created
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Changes in this commit:
- Added comments to dialog code in CryEdit.cpp and CryEditDoc.cpp
- Moved Code/Framework/AzQtComponents/AzQtComponents/Components/img/UI20/Cards/warning.svg to Code/Framework/AzQtComponents/AzQtComponents/Images/Notifications/warning.svg
- Improved the hover message over prefab settings in EditorPreferencesPageGeneral.cpp
- Fixed a syntax error in Editor.qss
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
In preparation for a prototype Terrain Gem to get submitted, there are a few changes that are needed outside of the Terrain Gem as well:
The TerrainDataNotificationBus lives in AzFramework/Terrain, and needed to be extended to contain an optional OnTerrainDataChanged event to notify other systems when a terrain region has changed.
The HeightmapUpdateNotificationBus was removed, as this was a legacy file from the old already-removed terrain system.
The EditorWrappedComponentBase<> wrapper received a small optimization to ensure that ConfigurationChanged() is only called when the value of visibility actually changes. With prefabs, it appears that sometimes OnEntityVisibilityChanged could be called multiple times in a row with the same visibility value.
The TerrainSurfaceDataSystemComponent was updated to use the correct busses, and is ready to be moved to the Terrain Gem in a subsequent PR.
Signed-off-by: Mike Balfour 82224783+mbalfour-amzn@users.noreply.github.com
* fix for drift accumulating in the viewport camera
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix typo and update how events are stored
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* respond to PR feedback and fix linux and windows build issues
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix failing unit tests in camera input
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Added a deferred queue to the AZ Console class
An AZ Console instance will now store any console commands that could be
dispatched from a configuration file into a deferred queue, that can be
invoked later.
This can be used to defer execution of console commands in configuration files such as
.cfg, .setreg and .setregpatch files that are defined in gem modules that
have not been loaded yet.
The defered execution can then be invoked at any point later in the
application
Updated the Component Application CreateCommon function to invoke deferred console commands
after all the gems have loaded
fixes#2062
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed variable shadowing in the Console Deferred Command Test
Updated commit for the ClearDeferredQueue function to just mention
clearing the queue
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Filtered out execution of the ConsoleRootCommandKey as a console command
The AZ::Console notification handler is tracking changes to the fields
of "/Amazon/AzCore/Runtime/ConsoleCommands" and it's children.
Now the "/Amazon/AzCore/Runtime/ConsoleCommands" field is the
ConsoleRootCommandKey and not an actual console command so it shouldn't
attempt to be invoked
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the execution of deferred console commands after linking deferred
functors
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the execution of deferred console commands into CreateModuleClass
hook
Any module that loads using the ModuleManager system will attempt to
execute any deferred console commands to allow newly registered commands
from that module to be dispatched.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Moved BuildDebugSceneGraph out of SceneProcessing gem and into DebugOutput class to allow the function to be shared, which ensures the same dbgsg format is outputted among any calls to the function.
* Move BuildDebugSceneGraph function, update all calls to this function
Signed-off-by: Victor Huang <huavicto@amazon.com>
* Remove unused includes
Signed-off-by: Victor Huang <huavicto@amazon.com>
* Remove z
Signed-off-by: Victor Huang <huavicto@amazon.com>
* Removes legacy audio listener updates from ViewSys
These functions were empty and logging a warning, removed.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Move more audio functions to AudioSystemComponent
For global actions like Mute/Unmute, Reload, StopAll, Load/Unload Level,
we move those functions to be handled by the AudioSystemComponent in
LmbrCentral. This lets us remove some includes of IAudioSystem.h from
Editor and Legacy/CrySystem.
There were several locations where audio banks were being loaded and
unloaded for a level. Now they all call into the AudioSystemComponent
and we don't have multiple copies of the same code.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* fix for events that should have been consumed by manipulators making their way to the main viewport handler
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add missing include for SANDBOX_API macro
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add dependency on Qt::Test for AzToolsFrameworkTestCommon
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix order of buttons passed to QMouseEvent
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* potential fix for vtable error on linux
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* potential fix for vtable error on linux again
Signed-off-by: hultonha <hultonha@amazon.co.uk>
These changes allow for usage of different asset import SDKs to process scene files.
Move AssImp specific code out of node, scene & material wrapper parent classes and into child wrapper classes (AssImpNodeWrapper, etc.), allowing child classes to expose import SDK code. Allows for more convenient implementation of other import SDK's elsewhere (such as in a gem).
Add a loadingComponentUuid parameter to LoadSceneFromVerifiedPath to allow for usage of different loading components. Changed tests and all calls to this function accordingly.
* Move AssImp specific code out of wrapper parent classes and into child classes for gem usage
Signed-off-by: Victor Huang <huavicto@amazon.com>
* Add loadingComponentUuid parameter to LoadSceneFromVerifiedPath function
Signed-off-by: Victor Huang <huavicto@amazon.com>
* Make wrapper members protected, change pointer cast
Signed-off-by: Victor Huang <huavicto@amazon.com>
* Adding spaces to fix style
Signed-off-by: Victor Huang <huavicto@amazon.com>
* Fix for pointer cast causing test failures
Signed-off-by: Victor Huang <huavicto@amazon.com>
* Sever dependency on legacy resource selector host
Audio resource selectors (browse dialogs) no longer need to be
registered with the legacy IResourceSelectorHost system. Set up a new
EBus specifically to handle browse button presses and directly invokes
the dialog.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Hook up legacy audio control selector to new EBus
Remaining use of legacy audio selectors (trackview) need to be able to
bypass ResourceSelectorHost now.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removes ResourceSelectorHost and legacy selectors
This removes various Variable types that were tied to resource
selectors, such as GeomCache, Model, Animation, File. Removes the
ResourceSelectorHost completely. The two things that still appeared to
have selectors in TrackView are Audio Controls and Texture. Fixed the
audio control selector to work via EBus and the Texture selector didn't
seem to work at all, but left it in as it was.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Make the default audio selector return old value
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix some signed/unsigned comparison warnings
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Remove deleted function from Editor Mock
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Change audio selector api to use string_view
Per feedback.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
Duplicate blend shape animations are now handled correctly.
Invalid animation targets are now an error instead of a crash in the builder.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Added a StealHandlers function to AZ Event
The StealHandlers function is able to take all the handlers from an AZ
Event parameter and register them with the current AZ Event
This allows stealing handlers from expiring AZ Events, which is useful
for a lock and swap algorithm for thread safety.
1. Lock persistent AZ::Event
2. Swap persistent AZ::Event with local AZ::Event
3. Unlock persistent AZ::Event - Other threads can now add to this
AZ::Event
4. Invoke handlers from local AZ::Event
5. Relock persistent AZ::Event
5. Swap local AZ::Event with persistent AZ::Event
6. Local AZ::Event now contains handlers that were added when the lock
was free
7. Persistent AZ::Event now steals from local AZ::Event
8. Unlock persistent AZ::Event
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Separated SettingRegistry update/query mutex from Notifier update mutex
The Settings Registry update/query mutex is also better scoped to reduce
the amount of lock time.
The Notifier mutex being separate allows the Settings Registry to signal
a notification event without being under any mutex, by locking and
swapping the notifier event with a local instance
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Renamed StealHandlers function to ClaimHandlers
Replaced decltype keywords in ClaimHandlers to auto
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
- Replaced Cry-threading related code with AZ equivalents in the Remote Console runtime
- Replaced (or removed) usage of CryMutex/CryLock with appropriate AZStd mutex type
- Replaced usage of CrySpinLock/CryWriteLock with equivalent AZStd::spin_mutex
- Replaced usage of CryInterlocked* with AZStd atomics
- Removed all CryThread*.h files
- Removed MultiThread.h
-- Includes removal of the CryInterlocked* and Cry*CriticalSection functions defined elsewhere
- Removed re-implemented stubs of Windows synchapi.h functions
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
Adds a new ebus for prefab apis and refactored the apis
Removed an empty test level
Auto delete tmp level when teardown tests
Add Base test level in Prefab folder
Removed unused comments
Checked if absolute path as an input of Create Prefab functions
Changed created prefab file path to support all platfroms
Added missing includes
Signed-off-by: chiyteng <chiyteng@amazon.com>
* Update storage of Prefab Dom info to be best effort
Signed-off-by: sconel <sconel@amazon.com>
* Update IssueReporter to Skipped instead of PartialSkip
Signed-off-by: sconel <sconel@amazon.com>
* Address PR feedback
Signed-off-by: sconel <sconel@amazon.com>
* Fix failing Prefab Unit Test that expected default values to be stripped
Signed-off-by: sconel <sconel@amazon.com>
* Minimal TypeInfo header/reduce std interdependencies.
TypeInfoSimple.h is a small header that can replace the use of
TypeInfo.h in some cases.
Signed-off-by: Nemerle <nemerle5+git@gmail.com>
* Windows build fixed
Removed algorithm.h from string_view.h
smoke-test passed
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Resotore dynamic_pointer_cast in intrusive_ptr
Requested by reviewer.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Fix CI build
string.h - missed alogorithm.h, since it was removed from string_view
NodeWrapper.h - missing smart_ptr.h
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
Co-authored-by: Nemerle <nemerle5+git@gmail.com>
* Converted the AZStd implementations of unintialized construct to use std
The uninitialized_default_construct and uninitialized_value_construct
functions implementations have been removed and the Standard library
implementations have been brought into the AZStd namespace scope
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a default construct to the UninitializedValueConstruct test case
which value initializes the int member which uses zero initialization to
initalize it to zero.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* 1. Initial support for loading dylibs outside the bundle.
2. Child processes inherit parent's environment if no environment is explicitly specified(should change to append the parent's environment even if environment variables are explicitly specified).
3. Update some time functions to use system uptime instead of wall clock time when computing elapsed time. This fixes false timeouts when the OS goes to sleep.
4. Increase wait times for AssetBuilders and some Atom tools to connect to the AssetProcessor. This is needed because GateKeeper slows down first time bootup which results in asset processing failures.
With this change we'll be able to run Editor and AssetProcessor from an install on Mac and we will also be able to build and run projects using the installed engine as an SDK.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Remove debug messages.
2. Fix license
3. Pass parent's environment variables to child processes by default(on Mac).
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add more detailed comments.2. Use a custom ly_copy for Mac and leave the default as is.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Address some feedback from review
Signed-off-by: amzn-sj <srikkant@amazon.com>
Import all nodes as bones. O3DE's concept of a bone is different than AssImp's.
Updated GetLocalSpaceBindPoseTransform to only use the offset matrix if the parent is also a bone.
Results:
All test assets I've tried match Blender's "Rest Position" when loaded in the Character tool.
All test animations I've tried work generally as well as they worked before, and a few better. This resolves the issue that was originally opened, an internal test asset loaded the skeleton incorrectly.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fix input not working in Ctrl-G mode after UI Editor is opened
Signed-off-by: abrmich <abrmich@amazon.com>
* Delete environment variable
Signed-off-by: abrmich <abrmich@amazon.com>
A few 'typedefs' replaced by 'using's
This shouldn't have any functional changes at all, just c++17 modernization
It's a part 5 of a split #2847
Signed-off-by: Nemerle <nemerle5+git@gmail.com>
Co-authored-by: Nemerle <nemerle5+git@gmail.com>
* Fix issues with locating and loading loc banks
The code that initially checked the g_languageAudio cvar wasn't properly
detecting when the cvar wasn't set. Fixed an issue discovering
localized banks wasn't properly recursing into subdirectories.
Simplified handling of audio language switching for Wwise.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Address feedback on PR
Change .size() == 0 to .empty()
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* add an integration test to validate pick mode crash
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update to test after review feedback
Signed-off-by: hultonha <hultonha@amazon.co.uk>
Removal highlights include:
- File indexer (used CryThread<>) linked to long gone asset browser
- Producer/consumer queues from CryMT
- set/vector/CLocklessPointerQueue containers also from CryMT
- Cry interlocked linked list and _InterlockedCompareExchange128
- CryThread type
- SAtomicVar types
- CryAutoSet type
- Various unused lock types
-- AutoLockModify
-- AutoLockRead
-- CryOptionalAutoLock
-- CryReadModifyLock
-- CryRWLock
-- ReadLock
-- ReadLockCond
-- WriteAfterReadLock
- Misc. unused functions
-- CryInterLockedAdd (not to be confused with CryInterlockedAdd, using a lower case "locked")
-- CryInterlockedExchange64 (which was only defined for unix platforms)
-- SpinLock
-- JobSpinLock
-- AtomicAdd
-- JobAtomicAdd
Signed-off-by: AMZN-ScottR <24445312+AMZN-ScottR@users.noreply.github.com>
* Fixed AzToolsFramework unit tests.
Signed-off-by: moraaar <moraaar@amazon.com>
* Include missing header.
Signed-off-by: moraaar <moraaar@amazon.com>
* Using util's class to generate temp directory, instead of qt.
Signed-off-by: moraaar <moraaar@amazon.com>
* Added empty line
Signed-off-by: moraaar <moraaar@amazon.com>
* Fixed warning in MessageTest fixture that CacheProjectRootFolder was not set
Signed-off-by: moraaar <moraaar@amazon.com>
* Additional checks in CreateDefaultEditorEntity helper function.
Signed-off-by: moraaar <moraaar@amazon.com>
* Updated the AzToolsFrameworkTest logic to set the project cache path
The Project Cache Path and Project Path is set through the CommandLine functionality of the ComponentApplication.
This allows those Project Cache Path and Project Path to be set within the Settings Registry during the ComponentApplication constructor
Removed the explicitly calls to delete the temporary directory and fixed the ScopedTemporaryDirectory class to recursively delete the temporary directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Setup correctly @assets@ alias for PlatformAddressedAssetCatalogManagerTest and AssetSeedManagerTest fixtures.
- These 2 test fixtures need to manually set the @asset@ alias to not include the platform at the end (which it does by default), because they are looping over platforms in their setup.
- Also initializing pointers to nullptr, so if setup fail in the future the teardown doesn't crash trying to delete garbage.
Signed-off-by: moraaar <moraaar@amazon.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed blue text to white that is not meant as a link, made 'View in Director' link work for gems in the inspector, added parsing for gem documentation link
Signed-off-by: nggieber <nggieber@amazon.com>
* Added documentation links for gems, changed markup for urls in summaries and requirements so they are clickable
Signed-off-by: nggieber <nggieber@amazon.com>
* Fixed a couple of the documentation links
Signed-off-by: nggieber <nggieber@amazon.com>
* Added documentation url to edit gem properties script and updated unit tests
Signed-off-by: nggieber <nggieber@amazon.com>
The drain function was used only before the API gained the ability to
wait on the completion of a graph. This is the correct way to "drain"
the task executor of work.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
* EnvironmentVariableHolder: reduce the size of template instantiation.
Move almost all destruction logic to EnvironmentVariableHolderBase::UnregisterAndDestroy.
Specialized templates have DestructDispatchNoLock instead that can either destroy the held value,
or the holder itself.
UnregisterAndDestroy has been moved to the cpp file.
All of these changes reduce the profile build time and size on linux
Here, the size of bin/profile goes down by ~200MB.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Requested changes/fixups.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Use scoped_lock to simplify mutex management.
Updated comments.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Hopefully a fix for env variables released at a wrong time
Conditional was using incorrect variable
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Comment fixup
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Missing negation in conditional
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Cleanup the internal logic in UnregisterAndDestroy
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* fix an error with addr_impl_ref assignment operator
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* chrono duration unary '+' was missing a return
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* HierarchyMenu constructor logic fix
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* at least assert in case of invalid arguments to ring_buffer::insert
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* EditorSettings using incorrect string_view::find result comparison
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
Inner scope numEnvironmentVars was shadowing the outer scope, and prevented env variable memory from being freed.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
In case an asset platform setting is missing it was supposed to be set to a 'pc' value.
Instead it was set to an empty string.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
"If constexpr" branches are evaluated at template instantiation time,
but static assertions receiving false are triggered even earlier.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
Also, came up with more useful benchmarks that actually measure the
enqueue/dequeue operations for various simple workflows. For retained
graphs, time-of-flight from submission to execution is ~1us per job,
indicating job granularity should be >20us for retained jobs. For
dynamic jobs, where we need to pay the cost of allocation, a granularity
of ~100+ us may be advised.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
A few 'typedefs' replaced by 'using's
This shouldn't have any functional changes at all, just c++17 modernization
It's a part 6 of a split #2847
Signed-off-by: Nemerle <nemerle5+git@gmail.com>
A few 'typedefs' replaced by 'using's
This shouldn't have any functional changes at all, just c++17 modernization
It's a part 4 of a split #2847
Signed-off-by: Nemerle <nemerle5+git@gmail.com>
A few 'typedefs' replaced by 'using's
This shouldn't have any functional changes at all, just c++17 modernization
It's a part 3 of a split #2847
Signed-off-by: Nemerle <nemerle5+git@gmail.com>
A few 'typedefs' replaced by 'using's
This shouldn't have any functional changes at all, just c++17 modernization
It's a part 2 of a split #2847
Signed-off-by: Nemerle <nemerle5+git@gmail.com>
A few 'typedefs' replaced by 'using's
This shouldn't have any functional changes at all, just c++17 modernization
It's a part 1 of a split #2847
Signed-off-by: Nemerle <nemerle5+git@gmail.com>
- Handle changing of active camera entirely inside CameraComponentController
- Remove a LOT of legacy Cry things related to cameras
- Add a CameraSystemComponent to handle ActiveCameraRequestBus and CameraSystemRequestBus
Signed-off-by: Yuriy Toporovskyy <toporovskyy.y@gmail.com>
* make 'should handle' logic customizable
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates to get priority function
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* minor comment tweak
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Clear prefab templates on new level creations and loads
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Fixed failing prefab unit tests after change to clear templates
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
Also, SaveLevel was not using destName when constructing newFilePath
Other code changes:
* LogLoadTime is simplified by using QFile
* reduce nesting in DoSaveDocument by using early return.
* marked a few eligible methods as const
* Simplified OnEnvironmentPropertyChanged a bit
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* The enable_gems command now registers the gem with the project if only registered with o3de_manifest.json
Updated the `enable_gems` command to register the gem with the project if the gem is not registered with either the project or the engine being used.
This allows the gem to be added to the build system if it wasn't registered before.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding quoting around the invocation of the OpenProjectManager command
The --project-path parameter now is able to pass in a path with spaces
to the invocation of the Project Manager.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed bug in hash_table that made rehash() function to run infinitely on specific conditions when inserting an already existing element
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Replaced erasing to happen in the source list instead
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* minor comment improvement
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Small commment improvement
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Small comment fix
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Added assert and fixed code with incorrect hashing
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* .
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Addressed PR comments, reverted to void* as it size_t hash is different
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Fixed build on linux
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Addressed PR comments
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
Co-authored-by: Garcia Ruiz <aljanru@amazon.co.uk>
By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.
Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.
Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows ScenePI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.
Testing:
- Changing the registery setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switcihng the material conversion registry setting from true to false. (Details below)
- TODO: Will merge this change to a customer's fork and test on their existing content.
Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
- Entity 1 material assignments
- Blue_Zaxis: left as-is
- Green_Yaxis: exported the material
- Red_Xaxis: exported the material, and changed the material instance color to pink
- StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
- With_Texture: selected an existing brick material, changed the material instance color to red.
- Entity 2 material assignments
- Default Material: set to an existing brick material
- Blue_Zaxis: manually assigned built-in material that was converted from fbx
- Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Copy jinja/py files to the install folder
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* code review comment
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* moving AzAutoGen to cmake folder and removing the header-only project
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Cleared m_scriptFilename between scene files.
This fixes a bug where a Python script file would be run on a scene file
that didn't have a script file set.
Added a general case version to SceneBuilderWorker.cpp, to make it easy
to mark all scene files as dirty.
Automated tests for this will come in a separate pull request.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Work in progress automated tests
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Python test done
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Sorted jobs work now. This may sort too aggressively, I'll remove the additional sorting after some testing.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Cleaned up test
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed stray '
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Removed temp code from test
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Command line help options for AP
Removed job sorting that wasn't actually sorting jobs
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Changed constant variable names to match coding standards
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Temporary fix for Linux/Vulkan/XCB where the swap chain is not ready to present until the resize is complete
* Fix invalid GUID from LinuxXcbConnectionManager
Signed-off-by: spham-amzn <spham@amazon.com>
* Fixed the emplace function implementations for stack and queue
Cleaned up several functions in the stack, queue and priority_queue
classes that were non-standard or weren't needed.
Updated the "style" of the code to use more modern concepts: "typedef" ->
"using", empty constructor body -> default keyword.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Replaced the custom implementations of AZStd stack, (proirity)queue
Theses classes now have a template alias to the standard library version
of the classes
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
This disables WM_INPUT forwarding to the input system while in game mode and makes ImGui listen to the synthetic keyboard events from the viewport instead - these synthetic events go through Qt's event system, so will only show up when the viewport "sees" a home key press.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix a bug in patching templates and improve error messaging
* Fixed incorrect order of function arguments
* Fix build errors regarding c style strings and casting entity ids
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Create RUN target as helpers for the project-centric workflow
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* typo fix
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* rename target as "<target>.Imported" and create "<target>" as the metatarget that is used for debugging and building in o3de
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Updated print_registration functions to fix "register-show" command
Added unit test to validate the argparse options to the register show
command.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the register.py script to once again register an engine list
Previosly each engine were registered into a dictionary with multiple
keys, but once the engine.json started to self describe the registered
content that came with it, it was reduced to a single 'path' key.
Therefore it has been changed to a list to be consistent with other o3de
object paths
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the SettingsRegistryMergeUtitls Code which parses the attempts to locate the engine path associated associated with the project.json engine key to check the 'engines_path' object within the o3de_manifest.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated print registration unit test to patch the get_project_path
This is to make sure that the existence of the placeholder project path
isn't validated when running the test
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Typo and formatting fixes for the print_registration script
Also corrected indentation in unit_test_print_registration script
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Linear and angular motion of rigid bodies can now be restricted along
specific world-space axes.
Signed-off-by: Ibtehaj Nadeem <81370835+ibtehajn@users.noreply.github.com>
* Added TSpace method setting which is only visible for MikkT generation.
* Fixed a bug with generating tangents for blend shapes.
* Renamed tangent space into generation method.
* Some code cleaning
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Replaced a 'uint32' with AZ::u32 to fix a linux compile error that
likely came about after cleaning up includes. Rewrites a failing unit
test after the code under test was updated from CryPak to AZ::IO.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Some var cleanup so it shows better-organized in cmake-gui. Some vars were also not following the namign convention we are using
Removed some unnecessary messaging
Fixed a TIF bug where it would report the wrong test in a message, fixed a message that was being triggered
Changed TIF to be enabled just by the binary so running the ci_build scripts locally doesnt trigger TIF messaging
Removed `LY_ENABLE_MULTIPLAYER_COMPRESSION`, it was not being used
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* handling case where a parameter can be empty
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* needs to be var name, not contents
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Add an Orthogonal Projection option to the Camera Gem
This adds a check-box to opt into an ortho projection along with a half-width parameter to adjust the size of the visible area. Includes some light tweaks to ensure debug rendering looks OK and that we generate a correct camera state for these non-perspective views.
Known issue: while in "Be this camera" mode in the Editor using an ortho projection manipulators aren't working correctly. This appears to be a downstream issue with CameraState consumers not actually checking the ortho flag.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix some typos
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Account for reversed depth buffer
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Clarify depth reversal for MakeOrthographicMatrixRH
Signed-off-by: nvsickle <nvsickle@amazon.com>
- Add new Linux Trait to determine which display driver client API to use (only xcb supported for now)
- Add support for xcb connections (initial) for Linux/Vulkan
- Fix minor assertion caused by wrong use of sizeof
- Fix casing issue in a couple of material files (Linux is case sensitive)
Synergy (now Barrier) input was lost when we removed the CryLegacy Gem. This resurrects the code, updates it to work with Barrier (which is the open source project based on the original Synergy core), and updates it to be more conformant with the AzFramework Input framework.
Notes:
- The majority of code in BarrierInputClient.cpp is still largely unmodified from the original Cry drop and could use some love to make it more robust, but it works so at least gives us somewhere to start.
- The current iteration replaces the host platform's default mouse/keyboard implementation upon creation of the BarrierInputClient, and if the connection fails or is later lost we don't restore the default implementations which we should for a better use experience. On a related note, for some use cases it would be better to create additional mouse/keyboard input devices (that use the Barrier implementations) in addition to the existing devices (that use the host platform's default implementation), however this would mean that any system assuming only one mouse/keyboard device exists would not work with the additional Barrier input devices. We can iterate on both of the above issues in the future as needed, perhaps providing configurable options to control the behaviour.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Disabled to skip exporting a node in case there are child bones underneath, this broke motion extraction as we skipped the motion extraction node.
* Added several helper methods for getting the local space bind pose transform, finding all bones, getting the first bone for a given node name and a recursive has child bones.
* Unified the cloned get all bone methods.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Since TraceMessageBus will be called from multiple threads and python interpreter is single threaded, all the bus calls are queued into a list and called at the end of the frame in the main thread.
Signed-off-by: moraaar <moraaar@amazon.com>
* add typename for struct initializer
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix for ensuring while the camera is 'active', events are consumed and not propagated
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* refactor how we decide which priority to repsond to events to
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* also -> only
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Add missing RTTI include to fix non-unity build error
* Add missing includes that were automatically added as part of unity builds
Signed-off-by: Steve Pham <spham@amazon.com>
* Applying GENEX_EVAL to 2 cases where the genex can produce another genex
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Missing case when the folder is an external one to the engine/project (e.g. external gems)
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
Engine improvements/fixes
Fixed behavior that made the editor automated test to be sometimes stuck if lost the focus is lost.
Added support for specifying multiple tests to in batch to the editor, this is achieved by passing --runpythontest with the tests separated by ';'
Added new cmdline argument --project-user-path for overriding the user path. This allows to have multiple editors running writing logs and crash logs in different locations.
Moved responsability of exiting after a test finishes/passes out of ExecuteByFilenameAsTest, callers will use the bool return to know if the test passed.
Editor test batch and parallelization implementation:
Now the external python portion of the editor tests will be specified via test specs which will generate the test. Requiring no code. This is almost a data-driven approach.
Tests can be specified as single tests, parallel, batchable or batchable+parallel
Command line arguments for pytest to override the maximum number of editors, disable parallelization or batching.
Automated tests for testing this new editor testing utility
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
Co-authored-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Remove dirty entities correctly when prefab entities get destroyed
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Remove call to clear dirty entity for single entity delete
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Removed couple of asserts because order of operations is not fixed
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* fix reference to temporary
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Non-unity fixes for mac
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
- LyShine assets with "consume all input" could accidentally eat the escape event that exited game mode
- The main window has a shortcut for exiting game mode, but this wasn't being triggered in this context, so we go ahead and catch the Escape key event ASAP in EditorViewportWidget to ensure the game mode exit fires
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Default setting when no tangents rule: MikkT tangents.
* Calculates tangents/bitangents for all available uv sets.
* Creates tangent/bitangent data in in case they are not existing yet (as in: the source scene contains tangents/bitangents)
* Overwrites the tangent/bitangent data from the source scene in case MikkT is wished.
* Added helper functions to create tangent/bitangent scene nodes, finding tangent/bitangent data for a given uv layer and calculating the number of uv layers provided by the mesh scene node.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
The issue is due to RootAssetBrowserEntry::UpdateChildPaths not taking
the RootAssetBrowserEntry fullpath into account when appending the child
path entry
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Terminate AssetProcessor when spawned by the parent project process
Signed-off-by: Jeremy Ong <jcong@amazon.com>
* Maintain default behavior (leaving AP running on quit)
To enable the autotermination feature, the ap_tether_lifetime CVAR is
provided.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
This fixes a bug where a Python script file would be run on a scene file
that didn't have a script file set.
Added a general case version to SceneBuilderWorker.cpp, to make it easy
to mark all scene files as dirty.
Automated tests for this will come in a separate pull request.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Update fbx test dbgsg files
Remove rc products from fbx test expected output
Update warning counts for 2 of the tests - these are due to missing material properties
Add SkipAtomOutput setting to disable atom material and mesh processing in scene as these pull in a lot of external dependencies to Process
Removed BlendShapeData and MeshData debug output of positions/normals/faces
Updated ManifestImportRequestHandler to remove warning about Joining 2 absolute paths
Updated AssImpMaterialImporter to use new GenerateRelativeSourcePath API to fix issue where relative path generation failed with tmp project directories
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Add comment for setting
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Add override dbgsg file to python test
The mesh optimizer specifically avoids creating optimized nodes for nodes that are not selected, resulting in a different scene graph that requires a different dbgsg file to compare with
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Replace hardcoded passing of specific registry setting to instead pass all registry settings to AssetBuilder
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
There was a change in bahaviour to how files/directories were collected in the AZ::IO::FindData::Scan* functions which allowed the addition of duplicate entries. This created a problem when attempting a recursively greedy search with zips included because of the level system pak files. Their mount points would be the root "levels" folder, so for N-levels there would be N identical entries to the "levels" folder being added perpetually each time ScanZips was called on the "levels" folder or above folders with "*" filtering.
Letting the editor sit idle no longer sees the reported memory in the bottom status bar climb. Also, running the tests which prompted the initial change shows a negligible change in perf.
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* [GHI 2178] Fixed missing vegetation info
The entity debug drawing culling system was removing it due to the level entity not having an AABB. Since this component can draw infinitely far, it just needed a max AABB.
With the culling fixed, it made another culling problem evident - a bug in the font code where it wasn't culling 3D text rendered behind the camera. Now it is.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fix problem with debug rendering not immediately showing up.
When using FloatMax for the AABB, it causes math overflows with the initial camera frustrum. Changing to max/2.0f is sufficient to avoid the overflows.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed normals on mesh raycasts.
The normals needed to be normalized after transformation, and didn't need the non-uniform scale applied to them, since they're normals.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed the bug that prevented max-size AABBs from working with ShapeIntersection::Overlap.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
temporarily copied over to the SettingsRegistryBuilder local Settings Registry instance
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* External Gem and Projects now appear in Editor AssetBrowser
Optimized logic populating the FolderAssetBrowserEntries in the Editor AssetBrowser.
Added an "[External]" tag to scan folders which reside outside of the Engine Root
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed conversion of fixed_string to string when normalizing an added AssetBrowser file path.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* RootAssetBrowserEntry.cpp Linux conditional expression fix
Because an AZ::IO::PathView is convertible to an AZ::IO::FixedMaxPath and vice-versa, the conversion of the second part of the ternary expression absolutePathView needs to explicitly convert to an AZ::IO::FixedMaxPath
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Porting over @AMZN-daimini 's work to clean up unneeded data from prefabs by removing cached transform data from json serialization. This is done by writing an explicit json serializer for the Editor Transform component and opting not to store or load the cached Transform fields.
Tested by creating new prefabs, loading and as well as resaving old prefabs which included patches aimed at cached transform data.
Signed-off-by: sconel <sconel@amazon.com>
Fixed unresolved product dependency query to be able to handle much larger queries (tested with 100,000 products) by storing queried products in a temp table first
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Upgrade s_AudioLoggingOptions to AZ_CVAR
Removes this legacy CVar and reimplements it as an AZ_CVAR with similar
functionality of setting flags using alpha characters.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Upgrade s_DrawAudioDebug to AZ_CVAR
Removes the legacy CVar and reimplements it as an AZ_CVAR with similar
functionality and options.
Additional updates to the logging options CVar to fix up flag enums.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Upgrade s_FileCacheManagerDebugFilter to AZ_CVAR
Removes the legacy CVar and reimplements it as an AZ_CVAR with similar
functionality.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removal of legacy IConsole dependencies from Audio
Moves a g_languageAudio cvar from CrySystem to AudioSystem.
Convert all cvar commands to AZ_CONSOLEFREEFUNC's.
Remove IConsole.h includes from source files.
Removes the CSoundCVars class.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Minor update to cvar comments etc.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
By adding the natvis to a vcxproj Visual Studio automatically loads it
when using the source engine
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Clear build and Cache directories when copying or moving projects
Signed-off-by: nggieber <nggieber@amazon.com>
* Updated tests for moving projects and Added tests for copying projects and skipping build files
Signed-off-by: nggieber <nggieber@amazon.com>
* Address PR feedback and fix a few minor UX issues, and request project be rebuild after copying or moving
Signed-off-by: nggieber <nggieber@amazon.com>
* Include ProjectInfo.h in ProjectUtils.h so linux will compile
Signed-off-by: nggieber <nggieber@amazon.com>
* Determine the original vertex index based on the position
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
* Don't attempt to weld similar vertices if there's blendshapes
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add logging call to show mesh optimizer effect on vertex count
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a bunch of temporaries in order to make `position` `const`
Signed-off-by: Chris Burel <burelc@amazon.com>
* Supply the vertex index remapping to the optimized skin weights
This ensures that the optimized skin weights use the vertex indexes from
the optimized mesh
Signed-off-by: Chris Burel <burelc@amazon.com>
* Update the Mac Editor plist application bundle identifier to be different than Lumberyard
Fix the editor to have runtime dependencies on the scene modules.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Fix Metal RHI calling unsupported timestamp query api on M1 Macs.
Add Query for Timestamps supported on device initialization.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Remove AZ::Scene* runtime dependencies from EmotionFX gem and add AZ::SceneUI as a runtime dependency of SceneProcessing::Editor module.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* {LYN-4514} Engine updates to enable PAB for the Blast Gem
* Engine updates to enable Python Asset Building for the Blast Gem
* added API to detect IsPythonActive()
* ExportProductList behavior
* scene manifest usage of generated assetinfo
* updated ScriptProcessorRuleBehavior to handle OnPrepareForExport
Tests: new tests for scene behavior via ExportProduct
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* updated base on PR feedback
added more comments for IsPythonActive()
added a serializeContext for export product list
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>