* Load workspace should activate the graph by default.
Signed-off-by: rhhong <rhhong@amazon.com>
* Fixed the bug with rotation and scale manipulator
Signed-off-by: rhhong <rhhong@amazon.com>
This is needed to support deeply nested material property groups, it just makes the serialization code a lot simpler than trying to support nested groups in the .material file. It also makes the file more readable and easier to search all files for particular properties.
I also updated MaterialSourceData to hide the property values behind a clean API.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
This wrapper used to be needed in order to bind the custom JsonMaterialPropertyValueSerializer back when property values were represented by AZStd::any. Now that property values have a custom MaterialPropertyValue type, the wrapper class is no longer needed.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* Create an editor script that can be run to assign a material to all entities in the current level.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Update path to the default debugvertexstreams.material
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Updating the location of the default debugvertexstreams material, which was moved in another PR
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Make atom render viewport the default for animation editor.
Signed-off-by: rhhong <rhhong@amazon.com>
* Fixed the automated test problem caused by making atom vp the default
Signed-off-by: rhhong <rhhong@amazon.com>
* Fix another test failure
Signed-off-by: rhhong <rhhong@amazon.com>
* fix failed test
Signed-off-by: rhhong <rhhong@amazon.com>
* more fix to the automation test
Signed-off-by: rhhong <rhhong@amazon.com>
* we don't need to manuelly call init on the ragdoll plugin anymore
Signed-off-by: rhhong <rhhong@amazon.com>
* Misc SurfaceData Optimizations.
This includes a few different optimizations found while trying to make the bulk query APIs faster:
* Switches mutexes over to shared_lock to optimize for the multi-reader-single-writer pattern
* Surface provider point creation now uses a pre-created set of masks to initialize with, and uses std::move() to move the created point into the output list instead of copying it.
* Splits CombineSortAndFilterNeightboringPoints so that the FilterPoints() can occur separately and efficiently with erase/remove_if, and avoids making a copy of the output points.
* Optimized SurfaceDataShapeComponent::ModifySurfacePoints
* Fixed potential bug where the sort wasn't stable since it only compared the Z value, and could have produced unexpected results for differing points with the exact same Z value.
* Fixed up a couple small bugs and missing checks in the unit tests
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed syntax on unit tests.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Updated all array_view uses with the C++20 span.
The updates were done in the following order
1. `AZStd::array_view<([^>].+)\* ?>` -> `AZStd::span<\1 const>`
2. `AZStd::array_view<(?:const )(.+)>` -> `AZStd::span<const \1>`
3. `AZStd::array_view` -> `AZStd::span`
Removed the implementation of array_view.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added missing whitespace between `const` and the typename for spans.
Updated the ShaderTest comparison of the ShaderResourceGroupLayout span
to compare the sizes as well
Updated comments on some of the methods that stated that they return "an
array" to mention they return "a span".
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
There were lots of material system conflicts that had to be resolved. I expect the build is broken at this commit, and I'll fix it in followup commits.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
* small bugfix
Signed-off-by: rhhong <rhhong@amazon.com>
* ActorInstanceId default to -1 when no %lastresult matches
Signed-off-by: rhhong <rhhong@amazon.com>
* CR feedback - wrap function to get the first available editor actor instance.
Signed-off-by: rhhong <rhhong@amazon.com>
* Remove mcore inline
Signed-off-by: rhhong <rhhong@amazon.com>
* Fixed the bug that delete an instance from actor manager crashes the editor.
Signed-off-by: rhhong <rhhong@amazon.com>
* Move the manipulator controller.
Signed-off-by: rhhong <rhhong@amazon.com>
* Add manipulator icon
Signed-off-by: rhhong <rhhong@amazon.com>
* Add manipulators
Signed-off-by: rhhong <rhhong@amazon.com>
* move more option to renderOption, and loading all going through the plugin
Signed-off-by: rhhong <rhhong@amazon.com>
* code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* more code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* CR FEEDBACK
Signed-off-by: rhhong <rhhong@amazon.com>
* Fix profile_nounity build
Signed-off-by: rhhong <rhhong@amazon.com>
* CR feedback - move more code to azToolsframework and share them between animation editor and editorlib
Signed-off-by: rhhong <rhhong@amazon.com>
* Using the MouseViewportRequests in viewportMessage and remove the custom bus
Signed-off-by: rhhong <rhhong@amazon.com>
* Adding partial implementation of C++20 concepts and range functions for AZStd::span
The new concepts to discovered existing issues with the PathIterator and deque::iterator classes
PathIterator wasn't properly an input_iterator and therefore the Path classes weren't a range due to an incorrect const_iterator alias
The deque::iterator classes was missing the operator+ friend function that accepted a (ptrdiff_t, deque::iterator) to fulfill the random_access_iterator concepts
The AZStd implementations of (uninitialized_)copy(_n), (uninitialized_)move(_n) and (uninitialized_)file(_n) have been optimized to use memcpy and memset based on fulfilling the contiguous_iterator concept
Fixed invalid AZStd::vector inserts in FrameGraphExecuter.cpp and SliceditorEntityOwnershipService.cpp
The code was trying to copy the underlying addresses for vector<unique_ptr> to a vector<raw pointer> using insert, which it was doing by using memcpy.
relates to #6749
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the `fixed_vector` emplace function to not move initialized
elements using uninitialized_move.
This was causing initialized elements of the fixed_vector to be
overwritten with the element at the emplace position.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed clang warnings about variables that are set, but never read
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the `az_has_builtin_is_constant_evaluated` define to not have
"()" as is not a macro.
This helps prevent users from using `az_has_builtin_is_constant_evaluated`
define in a situation where they want to know if the function is being
evaluated in a compile time context.
In that case they need to use the `az_builtin_is_constant_evaluated()`
macro (which of course looks quite similiar) but does not have the word
"has" in it..
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd span class to be C++20 compliant.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed phrase "DoesNotCompiles" to be more grammatically correct.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added more unit test for AZStd span
Fixed an the the return type of the subspan template overload to account
for the source span having a dynamic extent.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable from span unit test.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Here the class has been generalized for a list of group names and a final property name, rather than assuming a single group containing the property. This included removing the unused GetPropertyName and GetGroupName functions. All that's really need from this class is conversion to a full property ID string.
Testing:
New unit test.
Reprocessed all core material types and StandardPBR test materials used in Atom Sample Viewer's material screenshot test.
Atom Sample Viewer material screenshot test script.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Atom tools are set up to inherit and automatically load all of the gems used by the game project. This is a great simplification that saves us from having to manually update cmake settings for every game project to push dependencies to every tool. The tradeoff is that some dependencies will be added to certain tools that have no relevance whatsoever, potentially wasting initialization time, memory utilization, and some processing. This change follows an existing example to update a couple of tools to forego initializing unused gems. They can easily be reenabled as needed.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Templates/Restricted upgrade/fixes:
Fixed template storage format: templates now only store true relative paths and no longer save "origin" paths and "optional" has been removed, it was never used.
Upgraded all templates to new standard
Template system now correctly handles child objects: Child objects no longer have to specify restricted they inherit from parent
Restricted now operates at the object level and makes no assumptions about parent
Restricted templates can now be combined and seperated on creation
ly_get_list_relative_filename has been deprecated for o3de_pal_dir
All Gems/Projects/Templates updated to use new code
Signed-off-by: byrcolin <byrcolin@amazon.com>