* [LYN-2515] Project Manager Gem List Base
* Added gem model based on a standard item model
* Added list view using the gem model
* Added item delegate for a gem according to the UX design
* Removed th gem catalog ui file and replaced it with code
* Moved the gem catalog files into a sub folder
* Added drawing the Added/Get button and the platform icons
These tests broke because RC.EXE is no longer a thing.
A more comprehensive fix and cleanup needs to be performed to
properly remove references to it while still keeping the existing
tests and other things. This just removes as little as is possible
to avoid error.
ATOM-15465: Fix issue with incorrect rotation on models.
* Revert "{LYN-3229} Update AssImp package with latest AssImp 3rd party source changes (#545)"
This reverts commit 06d2050ac4fe6b9d0d0c52e759cf73a9a3f7d3eb.
* bumping version to force assets to reprocess
* [LYN-2515] Project Manager Gem List Base
* Added gem model based on a standard item model
* Added list view using the gem model
* Added item delegate for a gem according to the UX design
* Removed th gem catalog ui file and replaced it with code
* Moved the gem catalog files into a sub folder
* Moved Qt files into to renamed 'S'ource
* Updated files after moving all Qt folder into Source
* Updated Source capitalization in cmake files list
* Adding newline to the end of project_manager_files.cmake
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Asset Bundler - Minor Feedback
* updated the formatting so all lines are shorter than 140 characters
* fixed a few nitpicks that came up on a recent PR
* removed a function that wasn't being used anymore
* updated some error messages based on PR feedback
* Created all barebone screens, a screen factory, and connected basic transitions between screens
* Changed ProjectManager namespace to O3DE::ProjectManager, removed empty new lines, switch to aznumberic_cast usage
* Project Manager - Moved Qt directory into source
* {LYN-2185} Helios - Added GraphObjectProxy::GetMethodList() function
* Updated the EditorPythonConsoleInterface to get Python type name info
* Added PythonBehaviorInfo to the GraphObjectProxy object to reflect abstract calls that can be invoked
* removed SCENE_DATA_API from Reflect() function
Jira: https://jira.agscollab.com/browse/LYN-2185
Tests: Added tests GraphObjectProxy_GetClassInfo_Loads & GraphObjectProxy_GetClassInfo_CorrectFormats to regress test
* fix compile error
* etchPythonTypeName() returns AZStd::string
* put None into a const char
* LYN-2537 Updated the AssetBundler code to looks for the AssetSeedList
files within the Assets/Engine directory
Updated the MissingDependencyScanner GetXMLDependenciesFile functions to
use the Assets/Engine directory as well
Also fixed the MissingDependencyScanner to properly located dependency
xml files within gem directories
* Adding back input argument validation for the AssetBundler command options.
Also added an application_options settings registry file that contains the list of valid command options for the ComponentApplication
* Adding missing end of file newline for applications_options.setreg
* Fixed the AssetBundler help output for the bundleSeed command
* GraphObjectProxy is now hidden from Script Canvas
* the IGraphObject has been added to the BC
Jira: https://jira.agscollab.com/browse/LYN-3365
Tests: manual testing the node type is not in the SC editor
* Created the Project Manager project with a barebone styled window and rough sketch of first screen
* Renamed to Project Manager, ect.
* Corrected string name for projectmanager and added comments on getting engine path
* Changed output name for Project Manager to lowercase o3de
* Added header guards
The AssetBundler is a new ToolsApplication that allows users to work through the entire Asset Bundling process without ever touching a command line.
* Integrating github/AssetBundler through commit 1d65018
* Asset Bundler bug fixes: platform initialization and GUI styling (#5)
* fixed enabled platform initialization
* fixed the cached engine root. This fixed some of my Seeds tab data issues. The default Engine Seed List appeared, and was able to display the contents on screen.
* updated my notes of active bugs
* changed some casing in various include lines to hopefully fix my linux build
* another include fix for linux
* AssetBundler GUI is now compiling on Mac
* removed some things off of my todo list because the mac build fix actually fixed the visuals! everything's the right color again
* removed the word Lumberyard from the bundler
* Asset bundler bug fixes - Bundles, Gems, and Tests (#9)
* Fixed the Bundle loading and generation problem. Turned out to be a FileWatcher issue.
* turns out gem loading wasn't broken, there were just no existing SeedListFiles for any of the gems loaded by the AutomatedTesting project. I added a default SeedListFile for the PrimitiveAssets Gem.
* fixed some failing AssetBundler Gem tests
* Misunderstood the need to have default seed lists for asset-only gems. removing the previously created seed list file
* Asset bundler bug fixes: Seeds Tab display issues and _dependencies.xml loading (#10)
* Fixed the Project Source column in the Seeds tab
* The AssetBundler will no longer attempt to copy a template version of the ProjectName_dependencies.xml file into your active project. However, it will throw an error if you do not have one. A follow-up ticket has been cut to address this issue.
* updated the AssetBundler icon. This one matches the current style guides
* PR feedback: pass a const ref instead of a value
* PR feedback: safer conversion from a string_view to a QString
Co-authored-by: alexpete <alexpete@amazon.com>
- Remove some references to gEnv->pRenderer/GetIEditor()->GetRenderer() that is now always null.
- Restore the debug console to existence.
- Stop building the following in preparation for their removal:
Code/CryEngine/Cry3DEngine/*
Code/CryEngine/RenderDll/*
Code/Tools/CryFXC/*
Code/Tools/HLSLCrossCompiler/*
Code/Tools/HLSLCrossCompilerMETAL/*
Code/Tools/RC/*
Code/Tools/ShaderCacheGen/*
Tools/CrySCompileServer/*
{LYN-2848} Asset Processor: Modifying the Allowed or Rejected list merges previously existing Connections into one record
https://jira.agscollab.com/browse/LYN-2848
launched ap gui and tested manually.
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder
* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file
* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message
* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets
* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder
* Moving the Engine Settings Registry folder from Engine/Registry -> Registry
* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator
* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now
* Fixed Atom Shader Preprocessing when running using an External Project
* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable
* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root
* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder
* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder
* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder
* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension
* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command
* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder
* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames
* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder
* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available
* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder
* Updating References to EngineAssets source asset folder in code to be the Assets source folder
* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders
* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner
* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test
Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory
* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory
* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
* Setup NativeUIRequests as an AZ::Interface. Adds a NativeUISystemComponent to AzFramework Application.
* Renames NativeUISystemComponent (class) to NativeUISystem, since it's no longer a Component.
* Minor update to SettingsRegistryInterface::Remove doc-comments for accuracy.
* Fixes to make an early fatal shutdown of Editor occur without crash.
* LYN-2723: Updates startup to handle errors: engine root is empty, no valid project.json found (mismatched engine name), or bad project path (launch project picker dialog).
* LYN-2723: Minor formatting/spelling edits.
* LYN-2723: Moves ParseCommandLine from ComponentApplication to SettingsRegistryMergeUtils so it can be used in more places.
* Misc fixes. 'wait_for_connect' setting wasn't being properly applied to AP connection settings. Fix infinite loop in CCmdLine::Next.
* LYN-2723: Addresses review feedback.
* LYN-2723: Reverts some changes that caused a unit test to fail.
* LYN-2723: Reverts one more change that was unnecessary.
TLDR
Thumbnails size will be removed from the system.
Each thumbnail class is responsible for determining its stored size.
Images and other thumbnail types can be scaled up or down within reason without blurring.
The thumbnail system uses the concept of context and size organize thumbnails by size based on their intended use. However, most of the thumbnail classes do not respect or use the specified size, which is 16 by 16 pixels and really only usable for small icons.
The thumbnails are currently being used in the asset browser tree control, the larger asset browser previews, the material component property asset controls, the material component inspector for the large preview, and other places. Each of these places use completely different sizes, some of which are large and change dynamically. Whenever the thumbnails are painted they are scaled to the desired size.
Material and mesh thumbnails were always being captured at 512x512 regardless of what the rest of the thumbnail system said. Source, product, and folder thumbnails would be stored at the original asset size. The loading movie thumbnail was always drawn at 16 by 16 and scale up so it was always blurry. Image thumbnails were always scaled down to 16 by 16 and scale up for larger previews.
Rather than worrying about the size of each context, each thumbnail class will store the image at whenever it deems to be a large enough size that can be scaled down when used.
This may eliminate the need for multiple thumbnail contexts which are not being used anyway.
https://jira.agscollab.com/browse/ATOM-15370
{LYN-2074} Add Animation data types Behavior for the scene graph (#253)
* https://jira.agscollab.com/browse/LYN-2074
* moved scene API color to centeralized location
BlendShapeDataFace
BlendShapeData
- Reexport cloth assets with AssImp ON. These was necessary because AssImp collects a different name for the color streams than FbxSDK and therefore they needed to be reassigned in the cloth rule.
- Adding '_optimized' string to a global variable and using StringFunc RChop to remove it for a string.
* AssImp set to be the default FBX processor (#78)
If you encounter issues, reach out to the Helios team with details, and then switch back to FBX SDK locally by changing FBXImporter.h
* Merge pull request #219 from aws-lumberyard-dev/sceneapi_scripting
LYN-3030: Fix to export_chunks_builder.py to match the AssImp node paths
* Hide some automated test folders from the asset processor for automatedtesting. This is necessary because these assets should only be processed when running the test, and not any time AP is launched for this project.
* Putting these test assets back to visible to Asset Processor. These tests need to be updated at some point to handle that, but they won't work with this change for now. Note that until this is addressed, these tests may randomly time out if they're the first tests run on a clean asset processor, and these tests launch AP without using a unique port, so the test can also fail if an Asset Processor executable is hanging open.
Grabbed the change I missed from the 1.0 branch merge, no idea how this got lost.
* Moved from main to periodic. Allen and Fuzzy were already on board, and I think with the potential flakiness in this test, we don't want this in main.
Co-authored-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* Added error reporting for data integrity issues for non-uniform motion data.
* The actual issue was a mismatch between the end times of the morph and the skeletal animations. They need to match in EMotionFX.
* The morph target animation exported a keyframe too much.
* renaming and organizing files
* removed unused files
* Removing unnecessary file
* moved file
* reverting movement of 3rdparty associations from gems to global
* removing unnecessary calls to ly_add_external_target_path
* fixing install prefix of ci_build
* Fixes to get 3rdparties declared in gems to be installed
* Allowing to install just one configuration
* Adding empty line at the end
* removing commented code
* setting IMPORETD_LOCATION_<CONFIG> and defaulting IMPORTED_LOCATION to the profile config in case other configs are not installed