* 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
* {LYN-4060} Helios - Fix to load PAK Archive files
{LYN-4060} Helios - Fix to load PAK Archive files
* Helios - Archive does not load from PAK files due to IsFileExists() error
* the decompression tag does not need to be ZCRY, so removed it
* the PAK files are on disk, so a "on disk file exists" method is used
* the mapped files m_mapFiles need to track the file path, not just the filename
Tests: Release Launcher with a new level
* re-adding the read only flag check so that ZIP files can be created
* provide the ability for component adapters to support multiple components per entity
* add missing explicit keywords
* updates following review feedback - update how template logic works
* small updats (fix typo, remove redundant includes)
* add missing this->
* naming change, common -> controller
* add [[maybe_unused]]
The priority threshold to consider a task high priority can now be configured through the Settings Registry under key "/O3DE/AzFramework/Spawnables/HighPriorityThreshold".
This commit fixes a crash that could happen when a spawnable ticket was deleted before all requests in the queue had completed. Because of this crash the requests now only hold on to the payload of the ticket but not the ticket itself. As a side effect, callbacks can no longer provide the ticket itself so instead a unique id for the ticket is returned.
It's now possible to have high and normal priority calls on the spawnable entities manager. This allows for events like (de)spawning and retrieving information to be executed before already queued requests, though requests cannot be reordered on the same ticket. High priority calls are executed twice per frame, while normal priority calls are called only once.
Spawnables had support for moving, but as the base class AZ::Data::AssetData doesn't support moving this was causing subtle issues. Moving spawnables wasn't used so it was removed.
There are already APIs for getting a relative product path from an absolute source path, or getting a relative source path for an *existing* source file, but there were no APIs for getting a relative source path for a *new* source file. Prefabs will need this ability to be able to correctly generate a relative source path inside the prefab file before the file has been saved.
The logic for relative source paths is a little bit tricky because the paths are relative to the watch folders, and the watch folders can be nested, with different priorities to explain which should take precedence. The input paths can also include specifiers like "." and "..", which need to be reconciled before creating the final correct relative path. The included unit tests test all of the tricky edge cases that I was able to identify.
Updated the comment for ListEntities to be more descriptive. This hopefully clears up the confusion about what the index in a spawnable ticket exactly refers to.
A new list function was added to the SpawnableEntitiesInterface that list entities together with the id of the entity in the spawnable that was used to create it.
This change also include the setup for testing the SpawnableEntitiesManager plus a few tests to cover the newly added functionality.
* Work in progress on adapting the DebugDraw gem to use AzFramework::DebugDisplayRequests API
* Cleanup fixes for DebugDisplayRequestBus & DebugDraw gem.
Remove SandboxIntegration implementation of the DebugDisplayRequestBus
Add DrawWireCylinder & DrawWireCone to the DebugDisplayRequestBus interface
Remove SetFillMode & DrawTexture functions from the DebugDisplayRequestBus interface
Fixup uses of the SetFillMode api, replace with new Draw[Wire|Solid]X functions.
Fixes to the DebugDraw gem to get it compiling with new warnings settings.
* Changes to get the DebugDraw gem working with Atom/RHI/Code/Include/Atom/RHI
Add GetWidth, GetHeight, GetDepth utility accessors to RHI::Viewport
Start cleaning out unnecessary Cry includes from DebugDraw gem
Fixes for AtomFont FFont.cpp 3d screen aligned text drawing.
Clean out no longer supported code for 3d text to render multiple strings for the same entity location
* Cleanup some unused or commented code
* Update with PR feedback from Nick Van Sickle
- Fixed a bug where an entry would get removed from the octree when being updated if it was too large to be fully contained by the root node (the desired behavior is that it just lives in the root node)
- Added a unit test to ensure that large entries can exist in the root node
- Updated the unit tests to manually count the number of entries instead of relying on GetEntryCount, since GetEntryCount was reporting an unreliable count before this bug was fixed.
* add better support for mouse deltas with camera system
* small fixes spotted during review
* rename after review feedback
* small refactor to reduce duplication
* update camera controller to block box select during orbit
* simplify update for modern viewport camera controller
* wip working lmb box select with orbit
* add test for changes to click detector
* add unit test for camera system to validate events
* remove debugging code, tidy-up changes for PR
* small updates before posting PR
* fix for linux build failure
* add find entity in viewport functionality to new camera
* fix AZ_CVAR usage
* updates following review feedback
- updated comment styles from /// to //!
- retrieve fov of camera (add test for fov access)
* update namespace naming, fix AZ_CVAR usage
* update missed namespace and use AZ::Transform::CreateLookAt
* add missing include
* move EditorViewportSettings to EditorLib
* update DLL import/export API and rename namespace usage
* [LYN-2520] Gem Catalog - Gem Inspector / Info Panel
* Extended the gem info with a directory and documentation link, binary size in bytes and added some helper functions.
* Added the gem inspector widget that hooks into the selection model.
* Info panel is vertically scrollable and based on the UX designs.
* Added a gem sub widget which holds several gem tags, a title and a description and is reused for the depending and conflicting gems.
* Extended the gem model with several new roles and data elements.
* Added more gem info test data before we got access to the real data.
* Updated the SettingsRegistry CommandLineArgumentSettings delimiter function to no longer work on a character basis, but on a line basis.
This provides more control by the user to determine how to the argument into the JSON pointer and JSON value parts
Added function o the Settings Registry to specify the JSON Apply Patch settings to use when performing a JSON Patch/Merge Patch operation
Fixed the SettingsRegistryImpl::CommandLineArgument function to properly set unsigned 64-bit values into the SettingsRegistry by checking the ERRNO of strtoll and strtoull
* Updated the reporting of the JSON Patching operations to supply a JSON pointer of the patched element to the Issue Reporting callback when the patch operation is successful. This allows using the Issue Reporting callback as a notification system when field is updated during a patch operation
* Added support to the AZ Console to be able to run Console Commands based
on notifications from the Settings Registry when a field underneath the
"/Amazon/AzCore/Runtime/ConsoleCommands" object is modified.
This takes advantage of the Settings Registry RegisterNotifier API to
determine when a field is modified as well as the JSON Merger
JsonApplyPatchSettings Issue Reporting Callback to determine when a
field is modified or updated.
As a Side Note also fixed an issue with the AZ Console incorrectly
converting unsigned 64-bit types using strtoll
* Making the Console constructor which accepts an AZ::SettingsRegistryInterface explicit
* Updating string format calls which use *.s for formatting string_views, to use the AZ_STRING_ARG macro
* Addressed typos in comments around the SettingsRegistry AZ Console functions
* Fixed the SettingsRegistryTest that look for an empty value
* clang 6.0.0 constexpr build fix. For some reason clang cannot make a constexpr AZStd::string_view out of a constexpr AZStd::fixed_string despite there being a valid constexpr operator AZStd::string_view
* Mac build fix
* SettingsRegistryTest.MergeSettingsFolder_ConflictingSpecializations_ReportsErrorAndReturnsFalse test fix on Mac
* Updated the LoadSettingsFile test to validate running a console with 0 arguments
Replace the static_cast in the ConsoleTypeHelpers.inl code to convert a str to long long with an aznumeric_cast
* Added printf logging to the ConsoleCommandKeyNotificationHandler to determine if the console commands are being performed on the Jenkins Linux node
* Fixed Dangling string_view reference in the ConsoleCommandKeyNotificationHandler that was causing command execution from a file to fail.
Renamed the second TestFreeFunc function in the ConsoleTests.cpp to validate thath the first TestFreeFunc function is being tested
* Updated the Component Application AZ Console to use the SettingsRegistry as the backend when loading config and Settings Rgistry json files
removed from the SerializeContext.
The TransformComponent and ScriptComponent which used to Serialize a
NetBindable instance didn't have their version numbers bumped in order
to skip the old data when loading a binary ObjectStream
Remove from CryCommon and CrySystem:
- MemoryManager and all related classes/files
- StreamEngine, ResourceManager, ImageHandler, and AsyncPakManager
- Various other related interfaces/files/classes etc. that are all now unused
* improve selection in the viewport
* remove debug code
* updates following review feedback
- update API comments from /// to //! from
- add [[nodiscard]] attribute to member function
- move constructor implementations to .cpp files
* use lambda instead of ternary operator
* fix unit test failure caused by typo
* fix for ctrl+mouse-wheel to cycle transform modes in the viewport
* ensure correct callback function is invoked
* remove redundant check in CameraInput
* use new ViewportContext interface to set camera transform on load
* WIP fixes for camera viewport handler callbacks
* disable synchonization with old camera when new camera system is enabled
* further updates to camera-input
* ensure event is signalled when camera transform is set
* updates to ModernViewportCameraController
* fix for right click menu appearing with camera
* updates following review feedback
* convert std:: usage to AZStd::
Updated AzFramework::Scene to allow it to serve as the one-stop location for localized singletons. Localized singletons in this case are instance that can only occur once in an environment but multiple times within an application. As an example, this allows settings up a single camera per viewport for instance.
Highlights of changes:
Replaced the original ebuses with interfaces and events for easy of use and performance.
Removed the Entity Context specific code and moved that to new locations within the Entity Context itself.
Allowed basic inheritance. If a subsystem isn't found in a scene the parent can optionally be searched.
Scenes can enter a zombie state and avoid immediately being deleted. This is needed for situations where subsystems can't be destroyed until async calls have been completed.
* 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.
* Fixed all Tests.
* Fixed tests stdout redirection
* Changed return code for failed tests to be 0xF
* Small improvements on automated testing code
* Created Periodic test suite and moved tests
* Made physics main to only have one test for now
* Renamed all tests to have leading AutomatedTesting::
-Implements ResetInputChannels for ViewportController API and SetEnabled for ViewportControllerList
-Disables all viewport controllers while in game mode
the project root and engine root to fix issues with running the Editor
or AssetProcessor from within the project folder overriding the
project_path with the engine root bootstrap.cfg project_path entry
The order in which the project path is overridden as follows
1. The <engine-root>/bootstrap.cfg is first merged into the Settings
Registry. Any '/Amazon/AzCore/Bootstrap/project_path' would be used
if the following steps don't override that key.
2. Followed by general *.setreg/*.setregpatch files being merged into
the Settings Registry which can override the
'/Amazon/AzCore/Bootstrap/project_path' key
3. Next a project.json file searched upwards from the current executable
directory to determine the project path
4. Finally if a command line parameter that overrides the project path
is supplied it is used instead