3rd party license URL is now auto generated from the version string (which should be synchronized with the GitHub release tags) and pulled directly from the source repo it originated from, but only when the version is non-zero. This also fixes an issue where configure would fail when the previous 3rd party URL wasn't supplied
Fixed an issue where CrashHandler required version strings to be 4 components
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Added a warning when VS2019 is not installed with link to download it
Signed-off-by: nggieber <nggieber@amazon.com>
* Widden VSWarning dialog
Signed-off-by: nggieber <nggieber@amazon.com>
* Fix issue with checking for Visual Studio
Signed-off-by: nggieber <nggieber@amazon.com>
* PALify compiler detection
Signed-off-by: nggieber <nggieber@amazon.com>
* Changed windows compiler check to waitForFinished instead of waitForReadyRead
Signed-off-by: nggieber <nggieber@amazon.com>
* Update LoadLevel to also search inside the Level folder for a spawnable if LevelName isnt a fullpath to a spawnable
Signed-off-by: Gene Walters <genewalt@amazon.com>
* A better check to see if users provided a file extension
Signed-off-by: Gene Walters <genewalt@amazon.com>
* fix outliner sorting using incorrect types for comparisons, fixes for [LY-122258] and [LYN-3666]
Signed-off-by: Alex Montgomery <alexmont@amazon.com>
* fix annoying but necessary Qt type cast
Signed-off-by: Alex Montgomery <alexmont@amazon.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>
* Disabling FileWatcherUnitTests for Linux
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* added comments to explain the update
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.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>
* Clarify ImGui activation in Editor viewport
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* All working following changes from comments in PR
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* One more change
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* fixes from comments in PR.
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed git merge error
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Added header to ImGuiBus.h
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fix for Jenkins error
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Minor typo fix
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* [LYN-4440] Added new feature tag remove icon
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* [LYN-4440] Added new gem filter tag widget
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* [LYN-4440] Added feature tag widget used for showing the filtered tags in the gem catalog header
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* [LYN-4440] Added filter tag widget container to the gem catalog header and connected it to the gem model
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* [LYN-4440] Syncing the feature tag filters on the left panel with the tag widgets in the header and styling the item delegates
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* copy frameworks to output for loose file case
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* patching lrelease
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Fix for python in loose files and bundles
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* found what the problem is, setting a version just in case
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fixup_bundle working with Python.framework and codesigning on AssetProcessor.app
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Trying to ignore other files to solve Jenkins
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Fix some qt stuff for mac
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* removal of cstemp files to prevent signature failures
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Updating Qt with fixes to solve some qt framework issues with include paths
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
I'm pretty sure that CryString::Format is broken, but it's slated for removal along with the rest of CrySystem, so I'm just addressing the symptom rather than the likely cause (mainly to save time, but also out of an abundance of caution in case other code is inadvertently depending on the existing behaviour of CryString::Format).
Signed-off-by: bosnichd <bosnichd@amazon.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>
Updated and simplified the version number validation regex to support 4-component numerical only version strings
Removed stale WAF reconfigure and replaced save notification dialog to inform the user a manual reconfigure of the project may be required for the settings to be propagated
* fix path
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* remove some unused files from Code/Editor/Plugins
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* ATOM-15939 Add support to capture attachment for ParentPass
- Moved the attachment read back support to Pass class so it supports both ParentPass and RenderPass.
- Added support to output input or output state of an InputOutput attachment.
- Enabled showing ParentPass attachments in PassTree tool.
Signed-off-by: Tao <qingtao@amazon.com>
* 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>
-Don't eat mouse/keyboard release events in the ViewportManipulatorController
-Do a key activity check in the LegacyViewportCameraController instead of checking state (this could be done elsewhere but it seems to be working as-is and is scheduled to go away)
-Ignore idle mouse delta updates sent to the modular camera controller
Signed-off-by: nvsickle <nvsickle@amazon.com>
* fix for [LYN-4828], message box style changes
Signed-off-by: Alex Montgomery <alexmont@amazon.com>
* now with missing .qss file! Friends don't let friends git add -u
Signed-off-by: Alex Montgomery <alexmont@amazon.com>
-This includes implementations of the API for the Editor and Windows, all other platforms will have a 1.0 scale for now
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Updated gem.json for all top-level Gems. All the top level gems now have identical gem.json formats based on the DefautlGem template gem.json. Two additional fields have been added, a type: field and a requirements: field. These fields are for display in Project Mananger. All gem.json files have a default requirements: value of None. Devs are responsible for providing requirements. Gem descriptions and tags have been signed off by developers.
Signed-off-by: Cronin <mikecro@amazon.com>
* Fixed minor formatting issues with RADTelemetry gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to QtForPython gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the Twitch gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to AWSCore gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the AtomTressFX gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the AudioEngineWwise gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CertificateManager gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in summary of CrashReporting gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CustomAssetExample gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in editorPythonBindings gem summary
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ScriptedEntityTweener gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the Gestures gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitetspace in the summary of the GameStateSamples gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ExpressionEvaluation gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ProjectManager PythonBindings.cpp code to reference the
newer fields in the gem.json files
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the Gem and Project templates gem.json files to include the
"type" and the "requirements" field.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the default "requirments" field value to be empty string instead
of "None"
This works better with the ProjectManager GemInfoFromPath function.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Correcting "summary" field name
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the requirements text to the AudioEngineWwise Gem
This gem requires downloading the Wwise 3rdParty library from AudioKinetic's website
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Co-authored-by: Mike Cronin <58789750+micronAMZN@users.noreply.github.com>
* Cherry Picking (lyn1751)
Problem with DCO so we need to cherry pick this branch.
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Cherry picking #2
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Cherry picking 3
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Changed variables reverseurls
This was just changing some name variables.
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Changes from past PR
Signed-off-by: aaguilea <aaguilea@amazon.com>
* changes from past PR and fixed small bug:
Also removed some legacy code from Resources.h
Signed-off-by: aaguilea <aaguilea@amazon.com>
* couple of changes from actual PR
Signed-off-by: aaguilea <aaguilea@amazon.com>
* fixed copyright issues for AR
Signed-off-by: aaguilea <aaguilea@amazon.com>
* Determine the original vertex index based on the position
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
* Don't attempt to weld similar vertices if there's blendshapes
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add logging call to show mesh optimizer effect on vertex count
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a bunch of temporaries in order to make `position` `const`
Signed-off-by: Chris Burel <burelc@amazon.com>
If the prefab template saves default values for a cached transform, but *shouldn't* have default values, it will get patch application errors at runtime due to missing cached transform fields.
Signed-off-by: mbalfour <mbalfour@amazon.com>
* Added new helper function to draw the feature tags below the summary for each gem item.
* In case no feature tags belong to a gem, the available space will be used by the summary.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* updates to camera inputs
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update test names to include types
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* move all camera input controls to the settings registry
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small fixes before PR
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Added proper detection of the list of Gems in the Project Templates
enabled_gems.cmake file
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a CMake alias target for the Atom Gem and the AtomLyIntegration
Both of those targets just aliases the Atom_AtomBridge gem
Therefore they turn on Atom
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Replacing the Atom_AtomBridge gem in the project template with the Atom gem
The Atom gem is just an alias to the Atom_AtomBridge gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the manifest.py gem gathering logic to recurse through the external subdirecotories locating gem.json files to discover all gems in a subdirectory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Made Standard Template Always Show First and Default Selection
Changed Open 3D Foundation to Open 3D Engine in Gem Catalog and setup detection of Origin based on gem creator
* Remove old prefab support from UI Editor
Signed-off-by: abrmich <abrmich@amazon.com>
* Delete deprecated prefab files that are no longer supported in UI Editor
Signed-off-by: abrmich <abrmich@amazon.com>
* fixes AssetProcessorManagerUnitTests unexpectedly fails due to writing out the branch token
* instead, the branch token is calculated ahead of time and added to the settings registry
Tests: --gtest_filter=Test/LegacyTestAdapter.*
* Updated gem.json for all top-level Gems. All the top level gems now have identical gem.json formats based on the DefautlGem template gem.json. Two additional fields have been added, a type: field and a requirements: field. These fields are for display in Project Mananger. All gem.json files have a default requirements: value of None. Devs are responsible for providing requirements. Gem descriptions and tags have been signed off by developers.
Signed-off-by: Cronin <mikecro@amazon.com>
* Fixed minor formatting issues with RADTelemetry gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to QtForPython gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the Twitch gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to AWSCore gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the AtomTressFX gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the AudioEngineWwise gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CertificateManager gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in summary of CrashReporting gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CustomAssetExample gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in editorPythonBindings gem summary
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ScriptedEntityTweener gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the Gestures gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitetspace in the summary of the GameStateSamples gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ExpressionEvaluation gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ProjectManager PythonBindings.cpp code to reference the
newer fields in the gem.json files
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the Gem and Project templates gem.json files to include the
"type" and the "requirements" field.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the default "requirments" field value to be empty string instead
of "None"
This works better with the ProjectManager GemInfoFromPath function.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Correcting "summary" field name
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the requirements text to the AudioEngineWwise Gem
This gem requires downloading the Wwise 3rdParty library from AudioKinetic's website
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* add customization points for begin/end of camera input to all cursor customization
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* remove cursor experiments, use cursor bus
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* run clang-format
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add additional unit tests for new camera behaviors
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update test name to use snake_case to increase readability
Signed-off-by: hultonha <hultonha@amazon.co.uk>
[LYN-4437] Replaced the background images and added a semi-transparent overlay for the Project Manager
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* 30% opaque overlay image to darken down the colors and increase usability and accessibility.
* Some code cleaning.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Added the two new background images.
* Background is now dynamically changing based on whether the user opens the PM the first time or has already created a project.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Updated the CrashLog directory path to save to the project user
directory instead of the engine-root directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing the custom OUTPUT_NAME for the Multiplayer Gem Builder target
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed the default value for the LY_3RDPARTY_PATH cache variable to be
~/.o3de/3rdParty
This simplifies the first time user experience when running cmake
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed Windows only issue where using creating a VS Solution for an O3DE project on a different drive resulted in an unloaded "<drive letter>:" entry appearing in the solution explorer
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Refactored install layout logic for External Subdirectories
Instead of performing a regular expression over the Gems/* directory, now the each external subdirectory including the project (external) directory is recursied over and scanned for any folders that aren't excluded.
By default those folders are the [Cc]ache, [Bb]uild and [Uu]ser directories
Afterwards the list files to copy over are then split into a directory list and a file list that is filtered by an include regex
Next the directory list is iterated over and the directories are copied to the install layout
Finally the file list is iterated and the list of files are also copied to the install layout
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the o3de.bat script changing the working directory before running the o3de.py script
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed exception in engine-template.py script when the create-gem command
is invoked with the --template-name parameter that does not correspond
to a registered Template
Updated the create-project command to register the project with the
o3de_manifest.json and the engine with the project as the final step
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed register.py over-registration of non-engine directories when then
--this-engine parameter is supplied.
All the projects, gems and templates inside of the default o3de_manifest
folder locations were being registered with the engine that was being
registered
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed register.py register_project_path() method to return 0 when the
project path is successfully registered.
This issue was that the save_o3de_manifest method "return" value was
being checked and that method doesn't actually return a value
Added question mark to the engine_template.py to correct text around
notifying the user if the project was registered
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added doc comment on the new cmke ly_get_vs_folder_directory function()
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added clarifying comment to the ly_setup_others() command logic to copy over directories and files from any external subdirectories(Gems) that are registered with the engine at the time of install
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed infinite recursion when trying to create a template with the
source directory used to seed the template
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed misc building and project screen bugs, added ability to cancel active builds and queued builds
* Cancelling in-progress cmake build working
Signed-off-by: nggieber <nggieber@amazon.com>
* Display the correct project preview image in the Editor's Welcome Dialog.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Minor fixes to variable naming for clarity.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* First pass FBX -> Scene File conversion.
This is the simple pass, minimizing code changes and focused on comments.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Step 1 of part 2 of the FBX -> Scene rename
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renaming FbxSceneBuilder folder to SceneBuilder
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renamed files
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* More FBX -> Scene
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* rewrite of the filter code to fix [LYN-4156][LYN-4545]
Signed-off-by: Alex Montgomery <alexmont@amazon.com>
* improved onRowCountChanged() per comments
Signed-off-by: Alex Montgomery <alexmont@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>
* When there are multiple project templates present, we re-gather the gems when changing the selected the project template.
* In case the user enabled or disabled any gem and they select a new project template, we show a warning dialog where users can either cancel the operation or proceed to the new project template. The warning dialog will only appear in case the enabled gems actually differ from the currently used template's default.
* New helper function to select the used project template.
* Storing the currently used project template index and only update the template details and emitting the changed event in case the user has actually chosen another template. This avoids emitting signals in case the user clicks on the already selected template.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Corrected focus for form line edit widgets.
* Consistent slash usage for folder browse edit widgets.
Signed-off-by: Benjamin Jillich <jillich@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>
* Replace old teal color with correct palette colors from the O3DE branding.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix hyperlink color in O3DE About Us dialog to improve visibility.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Add a way for the EditorViewportWidget to inform the legacy orbit camera of the calculated orbit distance.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
- 'Crytek application' is now 'O3DE application' in ISystem.h
- 'CryTek' is now 'O3DE' in ProjectDefines.h (comment)
- 'Crytek Legacy' is now 'O3DE Legacy' in LocalizedStringManager.cpp
- 'Crytek extended data' references are now 'O3DE extended data'
Signed-off-by: spham <spham@amazon.com>
- Replaced 'CryTek' with 'Contributors to the Open 3D Engine Project' in ConsoleHelpGen.cpp (#1667)
- Removed remaining 'Crytek Engine Source File.. Copyright (C), Crytek Studios' in various Editor source files
- Replaced 'modifications by CryTek' and 'modifications by Amazon' with 'Modified from original'
* Aligned the column headers to the elements
* Moved the styling of the gem column header labels to the qss
* Fixed the scrollbar for the gem list view
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* rewrite of the filter code to fix [LYN-4156][LYN-4545]
Signed-off-by: Alex Montgomery <alexmont@amazon.com>
* improved onRowCountChanged() per comments
Signed-off-by: Alex Montgomery <alexmont@amazon.com>
Some nodes have aiBones created by AssImp even though they aren't bones. Filter these out by looking through the node graph and only considering
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Could not reproduce the unit test fail for the m_app->BeforeRun() failure,
* so I am adding file IO hooks to listen for errors during the fixture setup
Tests: failed to repro the issue
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* Fixed: Item returning null in drag and drop when column is hidden
* Added explanation about why this approach is needed
Signed-off-by: John <jonawals@amazon.com>
This was caused by the main thread audio update not being called all the
time, especially Editor Game mode.
The crash was due to main thread containers not being processed and
emptied of their requests.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
There is a crash when sys.exit() was being called since embedded Python
should not have control of the application lifetime. The Py_InspectFlag
puts the Python VM into 'inspection mode' which prevents the app
shutdown when any sys.exit() is invoked.
Notes:
* skips 'regset' extra command line in PythonBindingsExample
* added methods for handling PythonBindingsExample errors
Test: added Application_SystemExit_Blocked and
fixed up Application_Run_Fails now is Application_Run_Works
Remove warning when entities that aren't registered to instances get passed to the Prefab Undo Cache (just ignore them to avoid noise in the console).
Also avoid marking templates dirty when they are added.
* 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
This prevents Project build step from timing out
Moving the project build directory to be under the <project-path>/build/ folder to prevent two issues
1. The AssetProcessor from scanning that folder for assets.
[Bb]uild is part of the excluded folders
2. To prevent git from seeing modified files in the build directory as
the default .gitignore file ignores [Bb]uild
Actor motion extraction applies at all times, sending transform change events to the Qt widget and overwriting any editing the user is doing. (LY-124903)
* Fix for DeleteCachedAssets_AssetsReprocessed fails on Debug Nightly Builds
* added -ap_disableAssetTreeView=true to disable the Qt tree view for the asset tab to get the parts that want to be tested finish
* only shows up on Debug
Tests:
=== test session starts ===
AutomatedTesting/Gem/PythonTests/assetpipeline/asset_processor_tests/asset_processor_batch_tests_2.py::TestsAssetProcessorBatch_AllPlatforms::test_AllSupportedPlatforms_FastScanWorks_FasterThanFullScan[windows-AutomatedTesting] PASSED [ 50%]
AutomatedTesting/Gem/PythonTests/assetpipeline/asset_processor_tests/asset_processor_batch_tests_2.py::TestsAssetProcessorBatch_Windows::test_WindowsPlatforms_RunAPBatchAndConnectGui_RunsWithoutEditor[windows-AutomatedTesting] PASSED [100%]
--- generated xml file: F:\amazon\o3de\build\vs2019\Testing\Pytest\AssetPipelineTests.Batch_2_Sandbox.xml ---
=== 2 passed, 4 deselected in 18.32s ===
This function creates a new object on the stack, and was returning it as
a reference. This would trigger Clang 12's `-Wreturn-stack-address`
warning, and cause the build to fail.
This is a cherry-pick from #1285
* Add ability to change project name
* Fixed several issues where path types were changed
* Added PythonBindings CreateProject unit test
* Fix python warning format
* Validate new project name in CLI
* Fix issue creating pathview on linux
* Use better testing macros
* Refactored the unit_test_engine_template.py test to actually test
against the current engine_template.py commands
The commands of create-template, create-from-template, create-project
and create-gem is now being validated.
Registered the unit_test_engine_template.py script with CTest in the smoke test
suite so that it runs in Automated Review
Fixed issues in the engine_template.py script where the template_restricted_path parameter was required in the create_project and create_gem functions
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated Project Settings Screen with preview and fixed moving projects
* Tests for some Project Utils
* Remove old defined consts
* Update UX to use display name when avaliable where appropriate
* Use newPreviewImagePath for temp changing preview.png otherwise use iconPath for preview in UX
* Removed use of newPreviewImagePath in ProjectButton
* Removed a bit of dead legacy code
* Fixed entity references during spawning
Entities that had references to other entities that hadn't been spawned yet weren't getting their IDs remapped correctly, since the new ID wasn't available yet. By pre-generating the full set of IDs, the references now remap correctly.
* Fixed up Entity References to work across multiple SpawnEntities calls
With SpawnEntities, entity references need to forward-reference to the *first* entity spawned, then from that point on backwards-reference to the *last* entity spawned. Added that logic, along with some initial unit tests for SpawnAllEntities.
* Added more unit tests for SpawnEntities / SpawnAllEntities
* - Fix the second window related tabbing issue
- Merge calls to UseResoources acrooaa all the SRGs
- Move SamplerCache to the device to ensure only one cache to reduce duplication
- Fixes to compute threading numbers getting reset to 0,0,0
- Cleanup withing BufferPoolResolver
- Argument buffers are now queued to be cleaned up upon shutdown
* [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
Actor motion extraction applies at all times, sending transform change events to the Qt widget and overwriting any editing the user is doing.
If the user is in the middle of editing, do not overwrite the current spinbox value.
LYN-4195b - UX - main menu updates - prevent hover effect on the top level menu icon, dim the link icon and increase space between text and icon throughout.
- 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.
* When loading a template to memory, store the current Source (potentially overriding what was stored to disk)
* Before storing the prefab disk, remove the Source parameter from the Dom (as it's no longer necessary to save it).
The only place this code was referenced was in using textured tooltips, if the texture used for that tooltip was a .hdr file. However, the few .hdr files in all of o3de are Atom material / lighting related - definitely not used for tooltips.
It's likely bitmap tooltips in general are not used at all anymore, so more code could probably be ripped out, but this solves the immediate problem without making too many changes.
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.
* First version of prefab support for dynamic vegetation
* Addressed PR feedback
- Made MockSpawnableEntitiesInterface a proper GMock in AzFramework
- Added Get/SetSpawnableAssetId
- Added lots of comments to better explain things that were asked about in the PR
* Exposed AzFrameworkTestShared on all platforms, not just host platforms
* 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
* updates to better support showing/hiding viewport ui when grid snapping is enabled/disabled
* connect up editor settings callbacks
* minor polish changes
* api rename
* updates following review feedback
* 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
* Fixes issues with project paths w/ trailing slash
When launching AP with a --project-path that has a trailing slash, the
AssetBuilders would get that slash instead of a normalized version.
This would mess up the params sent to AssetBuilders.
* Missed a variable name replacement
* Addresses feedback on code style guidelines
Removed 'auto' keyword in favor of explicit types.
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>
- Use AZ::IConsole instead of deprecated Cry IConsole.
- Create fullscreen preview widget on the same screen where the main window is found, instead of on the 'primary' screen
- Remove "ed_previewGameInFullscreen", which had the effect of always doing a full screen preview. If this functionality is desired, it should be re-added as a registry key instead of a cvar
* Fixed memory assert on shutdown.
Cleaned up the entity pointers on serialization, so that they no longer leak themselves, their asset references, or anything else within them.
* Added support for remapping entity refs across slice instances.
Slice instances can have components with entity references that have been modified to reference entities in other slice instances, or even in the parent. This change detects and remaps those references so that they work correctly.
- Better variable names
- Close a parenthesis in a comment
- Check equality against nullptr instead of 0
- Add comment to document method of clearing a QLayout
- Format some things
- Const correctness
- Remove a TODO in a comment
- Attempt at removing concatenation of string literal AZ_FUNCTION_SIGNATURE, which might not be a literal on every compiler/platform
This function creates a new object on the stack, and was returning it as
a reference. This would trigger Clang 12's `-Wreturn-stack-address`
warning, and cause the build to fail.
This fixes builds with clang 12, so it closes#591
Use first offsetMatrix for a bone (there may be multiple) and calculate using offsetOfParent * inverseRootOffset * rootOffset * inverseOffset
(cherry picked from commit a8eae976dda39ad28f9aa235e1e6ba34715ac48a)
# Conflicts:
# Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpTransformImporter.cpp
* ensure the new camera respects changing ui values and move camera settings to the settings registry
* factor out creation of modular camera controller
* small updates before posting PR
* updates following review feedback
* updates following review feedback
* Restore the code that display the dirty marker on the Level container. Ensure the dirty marker is cleared on level save.
* Moving call one level up to allow usage of the SaveTemplateToString function without clearing the dirty flag.
[LYN-4160] Fixed intermittent crash by changing instantiate prefab dialog to use the AzToolsFramework::GetActiveWindow() helper which always gives a valid active window.
* {LYN-4224} Fix for the file scan slowdown (#1183)
* {LYN-4224} Fix for the file scan slowdown
* Fixed a slowdown in the file scanning logic
* Improved the file scanning logic from previous code by 40%
Tests:
Using Testing\Pytest\AutomatedTesting_BlastTest
old code:
=== 7 passed in 96.13s (0:01:36) ===
current code:
=== 7 passed in 160.45s (0:02:40) ====
newest code:
=== 7 passed in 52.91s ===
* fixing a unit test compile error
* unit test fixes
* another file improvement
* fix for legacy level loading taking too long
* making an enum for the search types
* switched the enum to "allow" types to make the input more clear
* got rid of orphaned const variables
* Update the minimum CMake version to 3.20
Sets the cmake_minimum_required calls to version 3.20 and updates the
README.md to point at the general CMake download page instead of a stale
link.
* Remove unnecessary cmake minimum version
It was using an old 3.0 version and can be removed.
* Additional updates to CMake 3.20, build scripts
Updates the version and remove logic to find a CMake in 3rdParty.
* Removing backup path to ninja path in the build_ninja_windows.cmd
The backup path for finding ninja was coming from the Perforce depot which isn't available for o3de builds.
* Removing reference to 3rdParty Android SDK 29 from the build and run unit test script
The Android SDK is not part of the new 3rdParty system and users are expected to install the Android SDK on their own in order to build the engine for Android.
* Update the get_python scripts and README
No longer try to append a CMake path to LY_3RDPARTY_PATH, but do still
support LY_CMAKE_PATH because there are still uses of it. Remove
mention of an LY_3RDPARTY_PATH-relative CMake path from the README.md.
* Removing LY_NINJA_PATH from the build_ninja_windows.cmd
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* [ATOM-15472] Shader Build Pipeline: Remove Deprecated Files And Functions That
Predate The Shader Supervariants
These are the essential impactful changes as a result of deprecating the
ShaderResourceGroupAsset.
* Addressed feedback by @moudgils. Better comments in header files.
* More updates related with deprecation of ShaderResourceGroupAsset
* Deleted the temporary version 2 classes.
* Updated version of the shader asset builders.
* Updated version of all the shader related classes impacted
by the Supervariant concept and deprecation of ShaderResourceGroupAsset
* Changes to *.pass and DGI, Reflections and RayTracing.
* changes to material related assets
* changes to core lights
* Changes to auxgeom/dynamic draw.
* changes to decals, lyshine, imguipass
* changes to RPI Pass classes
* Shader for SceneSrg, ViewSrg and ForwardPass Srgs.
* changes to mesh, skinned mesh, Morphtarget.
* Fixes to RayTracingPass.cpp & now allow empty srg in shaders.
* Updated Atom_RPI.Tests
* Simplified InstanceDatabase by removing AddHandler
------------------------------------------------------------------------------------
* Updated DiffuseGI precompiled shaders.
Added RayTracingSceneSrg and RayTracingMaterialSrg shader asset.
Updated ShaderAssetCreator::Clone to handle the supervariant when processing root variants.
Co-authored-by: Doug McDiarmid <dmcdiar@amazon.com>
------------------------------------------------------------------------------------
* Changed semantics for some PassSrg to SRG_PerPass_WithFallback.
AuxGeom/FixedShapeProcessor.cpp requires SRG_PerDraw on ObjectSrg.
Removed names of SceneSrg and ViewSrg from RPISystemDescriptor.cpp
* Moved ShaderLib/Atom/Features/DummyEntryFunctions.azsli
To Gems/Atom/RPI/Assets/ShaderLib/Atom/RPI/DummyEntryFunctions.azsli
Removed redundant checking for finalization in
ShaderResourceGroupLayout.cpp
* Fixed race condition bug for Shader::FindOrCreate.
InstanceDatabase<>::CreateInstance() needs to be atomic
for instance creation and initialization.
Added optional InstanceHandler::CreateFunctionWithParams to accomodate
to the needs of Instances that need more than an asset reference
to be able to be created an initialzed.
Removed ShaderResourceGroup::FindOrCreate() only ::Create is available
now.
* Renamed scene_and_view_srgs.* as SceneAndViewSrgs.*
Changed GetAzslFileOfOrigin for GetUniqueId
* Fixed unit tests.
* Reverted the serialization name of m_uniqueId back to
"m_azslFileOfOrigin" so precompiled shaders don't fail
in layout comparison.
* Fixed AtomCore.Tests
Removed non-applicable test. InstanceDatabase.AddHandler() is not
available anymore.
* The Null rhi is re-enabled for shader compilation.
Signed-off-by: garrieta <garrieta@amazon.com>
* Addressed feedback from previous PR
* Change missing entity aliases to be deterministic.
When converting slices, this helps produce the same results on multiple reconversions of the same data.
* Exposed the asset filter callback.
This allows the slice converter to specifically load nested slices as opposed to not loading *any* referenced assets.
* Added support for multiply-nested slice instance conversion.
(cherry picked from commit 86136ddfa6)