- 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
* [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>
• Adding commands to material component to clear or repair material slots
• Moved all clear and repair functions from the editor component to the material component controller, bound to its buses so they can be accessed from script
• Added new functions to clear model and LOD material groups
• Added function to remove material assignments with bad asset references
• Added function to reassign materials with bad asset references to the default asset
• Added function to remove material assignments that don’t match slots available on the active model. This case arises when switching between different models, changing the materials on a given model, or copying and pasting the material component to a different entity with a different model. The user might end up with hidden material slots that load assets but have no effect.
• Converted remaining code that iterated over editor material slots to instead use the material component request bus
• Removed functions from the editor material component that enumerated editor material slots
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
A "property name" is the name of the just the property without regard to the group that it's in. A "group name" is the name of the group. And a "property ID" is the full unique name of a property in the form "groupName.propertyName". This is important preparation for upcoming changes where property sets can contain other property sets, and property IDs can be arbitrarily long like "layer1.baseColor.factor" for example.
The naming changes include variables, some code comments, and the .materialtype file format. I was able to make these changes in a backward compatible way so a property or group "id" field has been replaced with a "name" field, but "id" is still supported for compatibility. StandardPBR, EnhancedPBR, StandardMultilayerPBR, and Skin have all been updated. Note that MinimalPBR has not been updated, proving that backward compatibility works. (We can update this one too at some point though).
Testing:
Opened up materials in the material editor.
Ran AtomSampleViewer in dx12 and vulkan with no new failures.
Signed-off-by: santorac <55155825+santorac@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>
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.
• Inspector is locked to a specific entity and material assignment ID
• All modifications are made via the material component request bus
• Removed complicated configuration management in editor material component
• Multiple material property inspectors can be opened
• Multiple materials across different entities can be edited simultaneously
• No longer blocks the viewport or other interactions
• Added functions to material component request bus for retrieving material slot labels, default materials, getting and setting property and UV overrides
• Added more asset related types to material property value conversion from any
• Added support for static heading widget on top of atom tools inspector, currently used for menus and messages
WIP: Still investigating intermittent crash because of corrupt asset property
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Removing the boundary search method. Bicubic is now the default and only PCF filtering method
* Removing padding (based upon feedback)
* Removing PCF method from py auto testing
Signed-off-by: mrieggeramzn <mriegger@amazon.com>
- 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".
- 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.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
ATOM-16273 Compiling SceneSRG before updating it can cause a gpu crash
Changes include:
1. Removed Scene::SetShaderResourceGroupCallback() function and clean up code which use this function.
2. Moved SceneTimeSrg.azsli to RPI's DefaultSceneSrg folder and setup the constants in RPI::Scene
3. Add AZ::Event for Scene's update srg event which features and update scene srg at proper place
4. UpdateTransformServcie FP to use PrepareSceneSrg event handler.
5. Clean up shaders and srgs used in project templates.
Signed-off-by: Qing Tao <qingtao@amazon.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>
* 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>
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
* Fixed log2 shaper equations. Added bspline sampling for lut. Added options for custom log2 or linear lut with custom exposure ranges.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Added support for PQ shaper. Added shader option & cvar for lut sampling quality. Fixed issues in the blend lut shader that were causing considerable quality loss. No longer always changing to the log2 1000 nit shaper when blending luts - if the source luts all use the same shaper, keep using that shaper in the blended lut.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixed an integer -> float
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Minor PR reveiw updates
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
Change all name parameters to use standard string so that they could be headed in in script canvas nodes and RPE
Added explicitly type functions for getting and saving property overrides
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
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>
Removed code that was intended to handle duplicate default material assignments, but duplicacate default material assignments aren't possible yet.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Also, I'm going back on what I said in my last commit, and removing the converter for version 3 in EditorMaterialComponent::ConvertVersion. The code that I had put in before wouldn't work because it was relying on the new m_defaultMaterialAsset which will be empty for old data. The only way we could support version conversion is if we preserve legacy versions of multiple types like EditorMaterialComponentSlot and MaterialAssignmentId. Since this serialization version is old and pre-dates the public release of O3DE, it's unlikely that we need to continue supporting this version so isn't worth maintaining.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
I had to update the ModelLod class to take in both the ModelLodAsset and ModelAsset for initialization so it can fetch the slots for each mesh.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Updated OpenMaterialExporter() to account for the fact that multiple material slots can have the same default material asset.
Updated the material inspector to sort material slots by name to match the order in the Material Component.
Updated ExportItem to protect its data members, which makes it more clear that assetId and materialSlotName are readonly inputs.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file).
This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging.
Here is what's left to do...
Add serialization version converters to preserve prior prefab data.
See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot.
I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct.
Test actors
Lots more testing in general
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Expose shadow bias to component & feature processors. Shadow bias now works more consistently with various near / far shadow planes and caster positions. Bias now also affects esm shadows which helps eliminate acne in certain situations.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Adding jira comment to light configuration serialization version. Improved comment on final adjustment to bias before its sent to the shader.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Hooking up bias to behavior context.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updating some labels in the directional light and light components to make them more readable and consistent with standards. Removed hard caps on directional light intensity.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* ATOM-15939 Add support to capture attachment for ParentPass
- Moved the attachment read back support to Pass class so it supports both ParentPass and RenderPass.
- Added support to output input or output state of an InputOutput attachment.
- Enabled showing ParentPass attachments in PassTree tool.
Signed-off-by: Tao <qingtao@amazon.com>
When converting to a light type that doesn't support the currently used photometric unit, the editor component will convert the photometric unit to the universally supported lumen.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Updated gem.json for all top-level Gems. All the top level gems now have identical gem.json formats based on the DefautlGem template gem.json. Two additional fields have been added, a type: field and a requirements: field. These fields are for display in Project Mananger. All gem.json files have a default requirements: value of None. Devs are responsible for providing requirements. Gem descriptions and tags have been signed off by developers.
Signed-off-by: Cronin <mikecro@amazon.com>
* Fixed minor formatting issues with RADTelemetry gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to QtForPython gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the Twitch gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to AWSCore gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the AtomTressFX gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the AudioEngineWwise gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CertificateManager gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in summary of CrashReporting gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CustomAssetExample gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in editorPythonBindings gem summary
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ScriptedEntityTweener gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the Gestures gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitetspace in the summary of the GameStateSamples gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ExpressionEvaluation gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ProjectManager PythonBindings.cpp code to reference the
newer fields in the gem.json files
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the Gem and Project templates gem.json files to include the
"type" and the "requirements" field.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the default "requirments" field value to be empty string instead
of "None"
This works better with the ProjectManager GemInfoFromPath function.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Correcting "summary" field name
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the requirements text to the AudioEngineWwise Gem
This gem requires downloading the Wwise 3rdParty library from AudioKinetic's website
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Co-authored-by: Mike Cronin <58789750+micronAMZN@users.noreply.github.com>
* Updated gem.json for all top-level Gems. All the top level gems now have identical gem.json formats based on the DefautlGem template gem.json. Two additional fields have been added, a type: field and a requirements: field. These fields are for display in Project Mananger. All gem.json files have a default requirements: value of None. Devs are responsible for providing requirements. Gem descriptions and tags have been signed off by developers.
Signed-off-by: Cronin <mikecro@amazon.com>
* Fixed minor formatting issues with RADTelemetry gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to QtForPython gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the Twitch gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to AWSCore gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the AtomTressFX gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the AudioEngineWwise gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CertificateManager gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in summary of CrashReporting gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CustomAssetExample gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in editorPythonBindings gem summary
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ScriptedEntityTweener gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the Gestures gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitetspace in the summary of the GameStateSamples gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ExpressionEvaluation gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ProjectManager PythonBindings.cpp code to reference the
newer fields in the gem.json files
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the Gem and Project templates gem.json files to include the
"type" and the "requirements" field.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the default "requirments" field value to be empty string instead
of "None"
This works better with the ProjectManager GemInfoFromPath function.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Correcting "summary" field name
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the requirements text to the AudioEngineWwise Gem
This gem requires downloading the Wwise 3rdParty library from AudioKinetic's website
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
The clear material override properties button was not sending the notification to update the entity or undo state.
Signed-off-by: guthadam <guthadam@amazon.com>
-Re-purposed an unused boolean in RPI::Cullable for previous frame's visiblity to instead represent objects that are hidden in the simulation.
-Updated MeshFeatureProcessor::SetVisible to set this value on the cullable.
-Updated the MeshComponent to handle visiblity changes by not rendering the mesh instead of deactivating and/or reactivating the component.
-Updated the AtomActorInstance to handle changes to the visibility from the ActorComponent.
Tested by creating two entities with static mesh components, on entity hidden and the other visible. Plus three entities with actor components, one where the actor is visible, one where the entity is visible but the 'render character' setting on the actor component is disabled, and one where the 'render character' setting is enabled, but the entity is not visible.
For each of these 5 entities, I added them as 5 loose entities, 5 entities that were children to a parent entity, and a slice with all 5 as children to a parent entity, and tested toggling visibility of the parent entities.
For each of these 3 sets of 5 entities, I added them directly to the level, added them all to a layer where the layer was visible, and added them all to a layer where the layer was not visible, and tested toggling the visibility of the layers.
* [LYN-3099] Fix vegetation raycasts to use bounded ray queries instead of FLT_MAX.
Raycasts with a distance of FLT_MAX sometimes overflowed deep in IntersectSegmentTriangleCCW, so it's better to have strict start/end positional queries. We have specific starts and ends anyways, so it's a safer approach anyways.
This also adds support for Non-Uniform Scale for meshes, since it was clearly not working correctly in vegetation when testing various scaled meshes.
* Addressed PR feedback
* Move SetUseForwardPassIblSpecular to happen when acquiring a mesh, instead of immediately after so that we don't build the drawpacket twice for every mesh
* Update the MeshFeatureProcessor to use the booleans from the descriptor directly instead of having loose booleans in the MeshDataInstance
* m_excludeFromReflectionCubeMaps is not (and does not need to be) part of the descriptor, since setting is cheap and doesn't duplicate work that is done when acquiring the mesh
Setting hard max values to float max. Also allowing EV100 values hard minimum to be lowest float. Soft min and max will remain the same for a consistent ux, but we will no longer keep people from manually entering really high or low values that are technically fine.
* Fixed organization of the AssetProcessor SourceAssetBrowser
Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations
* Added ly_enable_gems call to Atom gems targets that are required
The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.
* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.
This is needed as the DefaultLevel.prefab contains an Editor Camera
Component
* Adding the ly_enable_gem call to make the Maestro gem required
CrySystem currently requires Maestro to be enabled in order to
initialize
* Added ly_enable_gems call to the SceneProcessing gem to make it required
The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.
* Fixed bad argument in comment for Prefab CMakeLists.txt
* Fixed Assert in Asset Builders due to the Atom RPI Builder
The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time
The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset
Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum
* Added TypeId output to the JsonDeserializer report message about missing
ClassData
Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type
* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.
Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target
* Adding newline to the end of the Camera Gem CMakeLists.txt
* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE
* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory
* Adding the Atom_Bootstrap gem as a required gem
The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module
* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array
* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into
* Adding newline to the end of Atom_Bootstrap CMakeLists.txt
* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block
* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
* Extend MeshFeatureProcessor to allow changing the mesh bbox, which requires re-compute the culling data for that mesh
* Update actor mesh bbox when EMFX actor instance bbox changes.
Also use the actor instance global bbox to compute the local bbox for the skinned render mesh, instead of the using the static bounds based bbox, as not every actor instance is going to be using the static bounds bbox.
* Store per-instance mesh AABB in the right place.
In the MeshInstanceData, which is unique per instance, instead of in the Model, which is shared between all instances.
For greater clarity, also remove Model::m_aabb and the corresponding getter and setter, as it isn't immediately obvious whether this gets the model asset bbox or the mesh instance bbox. Callers should instead be explicit about which bbox they want.
* Bug fix: model asset is not necessarily ready in AcquireMesh
* Remove now-unused forward declaration
* Update MockMeshFeatureProcessor with SetLocalAabb/GetLocalAabb
Checked for a valid quality level in DiffuseGlobalIlluminationFeatureProcessor::SetQualityLevel.
Initialized the quality level to Low in DiffuseGlobalIlluminationComponentConfig.
* updates to kd-tree ray intersection
* update tests for kd-tree
* add one more test for kd-tree intersection
* updates to ModelKdTree following review feedback
* improve api doc comment for RayIntersection in ModelKdTree
* updates following review feedback
* update .clang-format to stack parameters if they do not all fit on one line
- Renamed "Details" group to "Overview".
- Renamed "UV Names" group to "UV Sets".
- Renamed "General" group to "General Settings".
- Renamed "Parallax" group to "Displacement".
- Renamed "Texture Map" properties to just "Texture". In cases where a specific type of texture is mentioned like "roughness texture map" I called this "roughness map" (which is more common according to google).
- Renamed "Heightmap" to "Height map" (which is more common according to google).
ATOM-14002 [Material Editor] Revisit user facing organization and layout of material types
* wip support for mesh intersection with intersector bus
* WIP camera mesh intersection orbit logic
* remove unneeded template argument
* add bus connect/disconnect
* fix intersection logic
* small updates, additional comments, some tidy-up
* update formatting options slightly
* use aznumeric_cast
* temp workaround for negative distances with RayIntersection