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>
* {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>
* Update PrefabLoader to sanitize ingested prefabs and have core systems operate with default values
Signed-off-by: sconel <sconel@amazon.com>
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Remove IsExplicitDefault implementation to avoid confusion (since the function isn't virtual).
Avoid copying PrefabDoms over in SanitizeLoadTemplate.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Address naming and commenting concerns from PR reviews.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix to error detection code
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Add support for all uuid formats for zero check.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Co-authored-by: sconel <sconel@amazon.com>
The tag name max size should match the maximum size of a project name,
since the project name is automatically added as a specialization tag in
the settings registry when loading .setreg files from within the
<ExecutableDirectory>/Registry directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Co-authored-by: Tom spot Callaway <spot@fedoraproject.org>
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
Co-authored-by: Tom "spot" Callaway <72474383+spotaws@users.noreply.github.com>
Co-authored-by: Tom spot Callaway <spot@fedoraproject.org>
* Fix compile error from -Wwritable-strings
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fix flags used to build MaskedOcclusionCulling with clang
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fix class that has a final destructor, but the class itself was not final
Signed-off-by: Chris Burel <burelc@amazon.com>
This has a small bundle of bugfixes and improvements all based around improving prefab TrackView support:
* JsonMerger - improved the error message when patch remove operations fail to make the specific failure more obvious
Instance - swapped the order of destroying entities vs clearing the lookup tables so that lookups still produce valid results during destruction. (This could happen while creating undo caches)
* InstanceEntityIdMapper - in the case where an id isn't found, it now returns an invalid id instead of an "attempted-valid" one that still generally turned out to be not-valid
* PrefabUndo - downgraded a potential crash to an error message if for some reason the patch contains changes to an entity that doesn't currently have an alias. (This case can be caused occasionally by other bugs and error conditions)
* EditorSequenceComponent - downgraded a potential crash to an assert for the times when it tries to remove components, fails, but thinks it succeeded. (This case can currently be caused by using Maestro with Prefabs enabled)
* EditorSequenceAgentComponent - added an undo cache refresh whenever the component deletes itself, so that deleting itself during an EditorSequenceComponent destruction chain of events leaves the undo cache in the correct state.
* SliceConverter - fixed the conversion of entity references in top-level slice instance entities that refer down to nested slice entities. There was a chicken-and-egg problem in terms of which entities need to be created first to make the references and the prefab patching & serialization happy. This was worked around by creating placeholder top-level entities, then the nested slice entities, then replacing the top-level entities with the fully-realized ones.
Specific changes:
* Added more informative error message.
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 672608a6c833c07295996cd9b3449825222b74d0)
* Changed the error condition to produce a "valid" invalid id instead of a deterministic but not-valid id
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 3673950c949de8e067b32ddafaffd07e648a13d8)
* Guard against invalid reference assert/crash
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 268d4ef3447f268a1372d07e028b9e67bac5c64e)
* Downgrade an invalid reference crash to an assert
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 38c9303770845f4e863273dd6fb8fc7e83380425)
* Improved logic for handling entity references across nested slices.
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 7e89a016d95fb72cb5f119e1e3768daa60e6bfb4)
* Changed order of entities.clear() call so that instance lookups are still valid during entity destruction.
Signed-off-by: mbalfour <mbalfour@amazon.com>
* Add undo cache notification when removing Maestro components.
Signed-off-by: mbalfour <mbalfour@amazon.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>
* Fixes saving motions from within the Animation Editor
* Fixes saving actors from within the Animation Editor
* The motion event chunk of the .motion file format now also stores the event data as json (rather than XML) reducing motion file sizes (Example: 60KB motion went down to 49KB, containing only 4 motion events from 2 tracks).
* Fully backward compatible
* New motion meta data rule stores the event data directly rather than command strings or objects. This is the way that aligns with the Json paradigm and as side-effect bypasses the optionals that we use for the commands which fixes the issue.
* [LYN-4574] Adding new motion event meta data rule that stores the event data directly rather than via commands to align with the Json paradigm
* [LYN-4574] Preparing motion, event table and event track for Json serialization
* [LYN-4574] New chunk to store motion event data in Json format (fully backward compatible to XML)
* [LYN-4669] Json: Empty AZStd::vector<AZStd::shared_ptr<T>> serializes into 1x element with nullptr as data
* [LYN-4603] EMotion FX: Cannot save actors with physics or simulated object setup in Json format
* [LYN-3717] When pulling in an actor FBX, two entities are spawned & [ATOM-15258] Clicking and Dragging fbx file into viewport produces 2 entities
* Added another operation to the CanSpawnEntityForProduct that checks the other products and can veto the creation process.
* The model product will not create an entity in case there is already an actor exported, which prevents the issue reported by two different teams/users.
* LYN-4657 OSX: Building AutomatedTesting project fails
* forgot this file
* fixing lrelease patching in mac/windows
* reverting change and disabling warning, the intention of the test is to compare to unitialized values
* Fix for dxc
* no need to disable the warning, just remove the const
* missing dependency to EditorCommon
- On Windows the game now has file read sharing enabled for debug and profile builds. On Windows 10 the performance impact is neglectable, so it's been turned on to remove the need for the "cl_streamerDevMode" command line option.
- The drive that handles the virtual file system has been added to the game by default for debug and profile builds. Previously this required using "cl_streamerDevMode" which can now be omitted. A previous update already made it so that the drive would only be added if /Amazon/AzCore/Bootstrap/remote_filesystem was set to 1, but the configuration wasn't updated to reflect this.
- Removed some comments to keep the setreg files clean. The non-specialized versions of the same setreg files still have the comments.
- Removed the "DevMode" configuration (used by cl_streamerDevMode) from the game except for debug and profile. This configuration contained development tools which are not needed for release builds.
Two benchmarks were added in order to compare performance with and without file read sharing enabled on Windows. Note that the benchmark results do fluctuate. Micro-benchmarks are not ideal when profiling something like the streaming file system due to the number of threads and OS layers involved, but still provides some insights. Also note that the CPU counter is not useful in this benchmark because the main thread spends most of its time asleep while waiting for the read to complete, which is recorded as (near) zero time by the benchmark tool.
This change also reduces the log spam the tests could produce.
This code iterates over the items in a vector, and if one case is met,
it mutates that same vector. This invalidates the object, as the place
where that object used to be has been moved.
* 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
* first pass of adding grid snapping button
* update to request current grid size
* show/hide snapping option based on selection
* small tidy-up changes
* small updates following review feedback
* added some unit tests for snapping functionality and some small tidy-up/refactoring
* small refactor to ensure snap to grid ui only appears with snapping enabled
* add missing include to resolve build error
* fixes for build
* add & to make compiler happy
To cover the recent changes to the return code from containers and the initialization fixes additional unit tests were added. Almost all new tests are part of the conformity test suite so that they test any custom json serializers outside of AzCore that might need to be updated due to the fixes.
These changes fix the following:
- Containers treat new values as new objects and make sure they're initialized.
- Fixed sized containers behave slightly different and will initialize all values when a new fixed sized container is created.
- Loading any values to a container will now return PartialDefaults instead of defaults used as adding any value to a container no longer makes the container a default as the default is always an empty container.
- The previous doesn't apply to fixed sized containers as those containers are always considered to have the exact number of values they can hold.
Introduced OperationFlags::InitializeNewInstance to the Json Serialization which allows custom json serializers to indicate that they need to set defaults only to new instances. Objects created to fill in a pointer are considered new objects and serializer can use the new ContinuationFlags::LoadAsNewInstance to also inform that the load is happening on a new object. Serializer that use the InitializeNewInstance flag know that a new object is begin initialized if they're called with an explicit default object.
Several math types in AzCore deliberately don't initialize through a constructor. This set of changes make sure that they still get properly initialized in the Json Serialization instead having random values.
When pointers are used new instances are created for pod types, which will have random values at that point. The Json Serialization did not set a value for these if they were explicitly set to defaults. This change adds initialization for explicit defaults in the bool, integer and double serializer plus unit tests to verify.
* Fixed crash caused by nesting the same slice twice
If the same slice is nested at multiple levels in the same slice hierarchy, the second conversion would reregister the prefab and crash. Now that case is detected and the slice isn't reconverted.
* Fixed json array patches where multiple elements are removed.
The patches now generate removals from back to front, instead of front to back, so that the indices remain valid as each patch is applied.
* Bug fix: correct RTTI for AttributeInvocable
* Allow test case to crash if RTTI is wrong
* Revert "Allow test case to crash if RTTI is wrong"
Based on PR feedback, this change adds no value to the test and is confusing.
This reverts commit 6c36065c3759d857cc16ab011d09167261181141.
* Remove perhaps confusing comments and add a more to the point comment
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
The Json Serialization currently doesn't support AZStd::any, AZStd::variant and AZStd::optional due to various JSON formatting concerns. This wasn't properly reported resulting in confusion about whether the missing functionality is intentional or a bug. This change makes this explicit with an error message.
As this solution uses a custom json serializer to report the issue, an option was added so it's possible to overwrite a serializer for a specific type.
This doesn't mean that the three listed types will never be supported. If/when a suitable format is found an implementation will be added.
* formatting changes to AzToolsFramework viewport related types + API comment style updates
* minor format change - include ordering
* improve formatting by moving comment
* fix compile error and switch to use AZ_Printf
* small polish changes after review feedback
* Fix recursive attempts to open the log file in the GameLauncher
The AzFramework Application has been updated to default the @user@ and
@log@ aliases to the <engine-root>/user and <engine-root>/user/log
folder respectively if a project isn't set.
Fixed the SystemFile class to support negative offsets if Seek() as per
standard seek function such as fseek
Updated the CrySystem CLog class to use SystemFile instead of FileIOBase
to avoid any asserts that would cause CLog::OpenFile to be recursively
called infinitely
* Removing unused Force Closed variable
* AZ::IO::SystemFile build fixes for Unix platforms. Added a copy constructor for LUAEditorContextInterface.h to fix the LuaEditor build
* Adding missing includes to the WindowsAPI and Android SystemFile headers
* Fixes locating the project dll when using SDK
SDK engine usage has project dll in the project build path, but
searching for module filepaths for loading would have a passing
SystemFile::Exists check but no full filepath was amended to the module.
This causes the module to fail to load.
* Fix locating project module for UnixLike platforms
Fixes the issue with project-centric workflows running GameLauncher, and
it opens AP which can't find the project dynamic module. From AP's
perspective, the project module is not in the executable directory,
which is in engine bin. The SystemFile::Exists check is true on the
file because it uses the 'cwd'. In that situation, an absolute path
must be obtained for the module to be loaded.
* Add missing header to fix UnixLike builds
* Applies a suggested change from PR
Use operator-> on the AZStd::optional
* Add semicolon to a class macro line
Prevent auto formatting indenting the following line.
This set of changes enables conversions for singly-nested slices. Multiple nesting hierarchies are only partially supported at this point. Conversion is also significantly more deterministic, which makes it easier to convert single slices without needing to reconvert every slice or level that relies on it as well.
Changes:
- Added version of Instance::AddInstance() that takes in an alias to allow for deterministic aliases
- Added a "SliceConverterEditorEntityContextComponent" that's used to specifically disable entity activation on creation. The disabling is done this way vs adding a new public API, because the disable shouldn't be required in any normal case outside of this tool.
- Disabled more AWS gems for the SliceConverter, as they're unneeded and cause issues if they're around in the tool.
- Added a small null check to the Camera Controller.
- Added the actual support for slice instance conversion. This instantiates the entities, applies the data patches, turns them into a prefab instance, and generates a JSON patch out of the changes.
* Generic Multi Function Call ability added to extensible nodes
* Code gen improvements, including allowing for more manually codewritten extension of codegen facilities
* CVAR to disable automatic update of deprecated node
* Fixed variable sorting error that can apply to parser/runtime added variables
* Made Edit/SerializeContext ClassBuilder public, as it was needlessly private
* Fixed dangerous Datum::GetValueAddress(), it now checks for an empty storage AZSTd::any, as does Datum::Empty()
The following was changed:
- The remapper in AZ::IdUtils now has an additional argument to tell it what to do when it encounters the same source entity id. The original behavior of ignoring the new entity id and returning the first occurrence is the default. The alternative behavior is to store the last known entity id and return that instead.
- Split the optional arguments for SpawnAllEntities and SpawnEntities.
- SpawnEntities now has an option to continue with the entity mapping from a previous spawn call or to start with a fresh mapping. The latter is the default as the former will come at a performance cost since the mapping table has to be reconstructed.
- Entities spawned using SpawnEntities and ReloadEntities now also get the correct entity mapping applied.
- Added several new unit tests to cover most of the new functionality.
- Fixed some places where the older API version was still called.
A name like Camera.dll was matching against
Atom_Component_DebugCamera.dll so it thought the module was already seen
and wouldn't add it to the list of dynamic modules to load.
The serialize context allows users to reflect fields that are enums to
a class without reflecting the enum type itself with the EnumBuilder. In
this case, the serialize context stores the mapping of the enum's typeid
to the underlying type's typeid. When asking for the class data for the
enum typeid, the underlying type's class data is returned. This was
throwing off the json serializer, which would then see that the type was
"unsigned int" instead of an enum, and attempt to load the unsigned int
value. The unsigned int deserializer would then complain, because the
incoming typeid was the typeid of the enum, and not equal to the typeid
of unsigned int.
This change adds support for detecting the non-reflected enum, and
loading it properly.