Moved settings registry wrapper function to atom tools framework
Created registry settings with default values for preview configurations based on asset type
Changed lighting preset previews and thumbnails to use reflective material
Created registry settings for preset selection dialog borders, padding, sizes
Updated shared preview utility functions to compare against registered asset types instead of passing them in individually
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
I actually tried this approach before and it didn't seem to work the way we needed, but I realized that's because PropertyAssetCtrl wasn't handling missing assets properly. I fixed a few issues there including showing the error button when the asset can't be found, and fixing a broken reference to the error icon file.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Add a default fallback image when a StreamingImageAsset fails to load
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Don't release a missing/invalid texture reference in the skybox component. Hold on to the reference so that it can hot-reload
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Don't release a missing/invalid texture reference in the ibl component. Hold on to the reference so that it can hot-reload
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Use a different fallback image depending on the status of the asset. Including a setting to use a friendly image that is less obnoxious for anything that might have been missed in a release build
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Adding the stubbed in fallback textures
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Updated the seedlist for the RPI to include the fallback images. It only needs the default and the missing asset images, since the AP doesn't run in release builds, the asset status will always be unknown, not processing or failed to process, so if an asset is not bundled, it is just missing.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Switched to GetAssetIdByPath and removed some tabs
Signed-off-by: Tommy Walton <waltont@amazon.com>
* ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene created by PreviewRenderer but not the Main Scene
Deprecate GetDefaultScene() function.
Update all the places which use GetDefaultScene to use Scene::GetFeatureProcessorFromEntityId or GetMainScene.
Tested with Editor, UI Editor, Material Editor, game launcher.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
(cherry picked from commit 8da6bea073)
* Fixed some files missed when groundplane_521 was renamed to 512 (#4958)
* Fixed references to 521x521 to reference the correct 512x512 FBX file
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed asset hints
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Moved the Asset Catalog loading from LmbrCentral to the AzFramework::Application (#4568)
* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application
Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard
The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME
The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed CrySystem dependencies from the BundlingSystemComponent
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application
Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard
The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME
The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed CrySystem dependencies from the BundlingSystemComponent
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Addded missing template parameter to AssetCatalogRequests
The fixes the compile error.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding AssetBus::MultiHandler::BusDisconnect call
The BlastSystemComponent was connecting to the Bus, but not
disconnecting from it, causing an assert to fire to it being a
multi-thread bus
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added support for DataDrive lifecycle events to the ComponentApplication
The events are using the SettingsRegistry NotifyEvent to track when
certain keys are modified to signal handlers.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Corrected invalid JSON creation in ModuleManager::DeactivateEntities
Resolved clang warning about used type alias
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix for dangling reference in lambda registered to the SettingsRegistry
Notifier event
This was causing the EditorPythonBinding tests to crash due to the
following circumstances.
First Python has created an instance of a SettingsRegistryProxy
Second the SettingsRegistry sends an event during the time when the
SettingsRegistryProxy exists.
This issue was exposed due to the ComponentApplication Lifecycle events
using the SettingsRegistry to dispatch during various times of the
application workflow.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)
* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed the platform name from the bootstrap.game.*.setreg
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixes for release builds with DCO fix (#5164)
* This set of changes is work toward allowing release builds to work with asset bundler generated bundles and legacy, non-prefab levels. This requires some other in-flight changes before this work is complete.
Updated engine seed list + fixed automated test
ComponentApplicationLifecycle has the ability to automatically register events if asked to register a handler and the event doesn't exist. This is only intended for cases where you need to register a handler early in startup before the settings registry file is loaded.
Added two new lifecycle events: One after the system entity has been activated, and one after the system interface has been created.
If you load an archive before the system entity has been activated, archive.cpp caches information about those archives until that time, so it can finish registration. This is because the serialization system and BundlingSystemComponent both need to be available to do this registration, but the bundles have to be loaded before those are initialized so that the settings registry file can be loaded.
Fixed an error were mounted pak files were searching for levels.pak and not level.pak, and not finding them. I'm pretty sure this logic doesn't do anything functional either way, but I've been testing legacy levels with this change and they work now.
Moved wildcard pak loading to where engine.pak is loaded. This is because the settings registry file that defines the IO stack to spin up must be available early in application startup, and this file must be within a mounted pak file. If you're using asset bundler generated bundles, they need to be loaded at this time so that file can be loaded.
Atom's BootstrapSystemComponent.cpp no longer initializes on AssetCatalogLoaded, and instead initializes on the ApplicationLifecycle event SystemInterfaceCreated. This is because the base assetcatalog.xml file is really just a development time concept, this file should not be used in packaged release builds, because those builds will make use of delta catalogs in each bundle loaded. The asset catalog contains the list of all assets that were in the cache at development time, and this contains content that developers don't want to ship, and they may want to specifically hide from their customers, so data miners don't find secrets about upcoming game content.
Recovering from a branch that had incorrect DCO
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed an incorrect ebus disconnect and removed an include that's no longer needed
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed a copy and paste typo from trying to recover the previous pull request
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated product IDs for the settings registry builder to no longer collide with the JSON builder. Now they are based on a hash of the configuration.
Updated the engine default seed list to include the new asset ID info for the renamed bootstrap file
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated the path to the application lifecycle events, because runtime settings aren't included in the merged bootstrap file.
Addressed some feedback on printing out a string view on an error
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Removed a test that uses old assets that aren't relevant. We may not need this test anymore, but if we do we've backlogged a task to create a new test to cover this behavior without using old assets.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renamed SystemInterfaceCreated event to LegacySystemInterfaceCreated
Removed SystemEntityActivated event. Now that I have the rest of the fixes in this pull request, this new event wasn't needed, the already existing SystemComponentsActivated event does what I need.
Changed list to vector
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Shaders changes require two or more change cycles before updating
This fixes the problem described in the title.
Consolidated the responsibility to update the root shader variant
asset into the Shader() class. It was unnecessarily spread across
Shader(), ShaderVariant() and ShaderAsset().
In particular OnAssetReloaded now makes a temporary copy of the root
ShaderVariantAsset and updates the ShaderAsset with such reference
only when OnAssetReloaded() is called on behalf of the ShaderAsset.
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
* ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene created by PreviewRenderer but not the Main Scene
Deprecate GetDefaultScene() function.
Update all the places which use GetDefaultScene to use Scene::GetFeatureProcessorFromEntityId or GetMainScene.
Tested with Editor, UI Editor, Material Editor, game launcher.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
The editor component contains an editor specific, dynamically generated version of the material slots to display all the possible options, organize properties for the user interface, and add custom actions.
The critical data is already stored inside of the component controller configuration, which only stores a map of modified or overridden values.
This change disables serialization of the redundant data for prefabs.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
• Changed thumbnail property control to track asset key even if image is overridden so that it will be restored if the image is cleared.
• Changed property asset control to disable the thumbnail image by default whenever the attribute is applied. It will only enable the thumbnail image if the pixmap is valid.
• Changed the material component controller to always use an empty material assignment map on deactivation so that no persistent materials are reapplied.
• Changed the material component controller to immediately send a notification that materials have updated if no materials were queued for load but the configuration contained pre created or persistent material instances. This mainly affects the material editor because it manages its own material instances.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
Replaced get and set functions with explicit types with templates
Added special case handling for setting enum values as strings or numbers from script
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
Shows indicator icon for differences between the overrides and the active material asset, not the material type.
So, the indicator will only be shown for property changes that have an effect and will be stored in the component.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
MaterialAssignment::ApplyProperties() still reports warnings but does not update the m_propertyOverrides.
MaterialAssignment::ApplyProperties() will now skip the old name'd overrides if overrides are present for the new names. I'm not sure if this will ever happen, but it did happen while I had some intermediate changes, so I imagine it could happen again.
I had to update the Material::FindPropertyIndex function to expose information about renames when they occur. This should make it easier for other systems to get (somewhat) automatic benefit from the version update feature.
I also found that there was an issue with material inspector where it wouldn't be initialized the the right override values when renames were present. Now it applies the renames to whatever override data it gets from the Material Component.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Implement simple tint for white balance color grading. Adjust temperature slider to feel linear.
Signed-off-by: rbarrand <rbarrand@amazon.com>
* Change white balance luminance preservation equation and remove unused code.
Signed-off-by: rbarrand <rbarrand@amazon.com>
Co-authored-by: rbarrand <rbarrand@amazon.com>
Preventing multiple preview renderers from being created with multiple catalog loaded notifications
Purging material preview images reaching a maximum number of stored images
Purging material previews if entity gets destroyed
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Various updates to get pak builds working
-Fix basing config file merges off engine root.
-Merge command-line in relelase to make sure they override defaults.
-Fix nullptrs.
-Exclude more paths from being sent to bootstrap setreg.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Reverting a change that caused some test failures.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Change tabs to spaces
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
Fixed scaling issues with labels used for images
Reduced updating previews and material component inspector to only apply after a value is committed
Storing cache of previously rendered material previews
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
Changed thumbnailer bus to use const pixmap
Changed capture request call back to use const pixmap instead of image
Replaced scene and pipeline members with constructor parameters
Added material preview renderer to editor material system component with new requests and notifications
Changed material property inspector details group to persistent heading so the preview image widget would not get destroyed during refreshes. But this was also a backlog task.
Changed common preview render camera to use lookat
Moved default asset caching to thumbnail renderer
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
• moved all thumbnail classes and registration back to the common feature editor component
• added lighting preset thumbnail as a quick test
Signed-off-by: Guthrie Adams <guthadam@amazon.com>