* 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::
* fix project centric set current
* Adding newline to project.json template
* Adding newline to engine.json
* Changed register -this-engine to be data driven
* adding build server support
* fix log dir
* fix add remove
* fix template creation for restricted
* fix typos and descriptions
* Add newline to the end of template.json
* Adding newline to the end of assets_scan_folders.seteg
* current_project in global project that creates/edits the .o3de/Registry/bootstrap.setreg
* fix the build server flags
* fix the o3de manifest server portion
* disable project manager tests for now. Its changed too much and lytestools is not working at the moment. I will get back to this later.
* fix the Mac build config
* disable project_test, this is the project manager. It has changed too much for these tests to work at the moment. I'll get back to them
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* add overload to ActionManager to support capturing an AZStd::function
* move snapping settings to new settings registry
* remove unneeded reference in ViewportSettings
* move viewport setting function implementations to .cpp file
* add more sensible default values for snapping
* fix variable name for angle snapping
* remove const from function prototype value parameters
* add import/export api for free functions
* change from std::bind to a lambda
* remove redundant const for constexpr string_view
* add AZStd alias for std::abs
* {LYN-2257} Helios - Add Matrix math type to the JSON Serialization system
* Helios/Systems - Add Matrix math type to the JSON Serialization system
* supports both YPR+scale+translation and array of values
* supports Matrix3x3, Matrix3x4, Matrix4x4
Jira: https://jira.agscollab.com/browse/LYN-2257
Tests: Added Serialization/Json/MathMatrixSerializerTests.cpp
* clang compile fixes
* removed typename
* fixing both tests and some default conformity impls
* stablized the comformity test values; rotations drift too much
- Add operators +, -, * and / too all matrix classes
- Add RetrieveScaleSq and GetReciprocalScaled to all matrix classes
- Add unit tests to all matrix classes
- Fix a bug that causes release configuration not to compile.
The behavior of smart pointers was not updated after the changes to raw pointers, in particular with how default JSON Objects were handled. They both now treat an empty JSON Object (a.k.a. the id for default instances) as meaning to create a default instance on the pointer even if the default is a nullptr. To have a nullptr a JSON Null has to be explicitly written.
By setting the initialization flag before the CheckReady() call, the notifications get sent correctly, and no extra asset references remain. This checkin also includes a unit test for the AssetManager that specifically forces this condition to happen and validates that it works correctly.
- Added operator+(Matrix3x4), operator*(float), RetrieveScaleSq and GetReciprocalScaled to Matrix3x4. Used by Cloth CPU Linear Skinning. These operation will be performant as they use SIMD.
- Modified so there are no virtual functions calls at vertex level.
- Caching indices to simplify the loop when applying skinning.
- Caching static variables Matrix3x4 zero and DualQuaternion zero to avoid creating it for every vertex.
- Removing branching to skip joints when the weight is zero, these cases are rarely and this improves performance by removing branching from loops at vertex level.
- Changing skinning influences so it's a continuous block of memory.
- Caching the vector size() if a variable instead of directly using it in a for loop.
The specific mutex is "m_assetMutex" in the AssetManager. AssetManager::ReloadAssetFromData was holding this lock while calling AssignAssetData, which goes on to call OnAssetReloaded. This is dangerous, because any arbitrary logic can be executed during that call, including blocking asset loads, which is what happens in this specific deadlock case. The fix is to move the call to AssignAssetData outside of the mutex lock. AssignAssetData itself already grabs the assetMutex to protect the parts of its logic that are necessary, and then specifically releases the lock before calling OnAssetReloaded, so this change shouldn't introduce any dangerous threading conditions.
(cherry picked from commit 1581a28339f12d521955edef890acfb678a0df6f)
* 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.
The code that adds a $type field for pointers where needed was still assuming that custom serializer were always for primitives, which isn't the case anymore. This changes updates the behavior to allow $type to be added to those as well as long as they use an object. This does now however rely more heavily on earlier checks that the data needs a $type because it otherwise can't tell the difference between a primitive getting a default value (an empty object). In the original code this situation would have resulted in failed serialization though, so it's unlikely to be a problem.
* Asset<T>::QueueLoad didn't trigger any loads in the case where an asset was in a Queued state, it simply returned the reference. This caused problems in the case where an asset was in the process of being cancelled and garbage collected, as it could be in a queued state with nothing actively loading it. The method now detects this case and calls GetAsset(), which triggers a new load.
* AssetContainer::IsValid() was returning true for canceled containers that no longer had a root asset. Now it returns false, to help ensure the container doesn't try to get reused.
* AssetContainer would add entries to the preloadList even if any potential preloads were filtered out from the load. They are no longer added, since they shouldn't be waiting for any dependent assets to load. (This could cause incorrect warnings to print in some situations)
* AssetContainer was erroneously warning about removing assets from a missing waiting list. The warning was removed, as the condition could occur when the same asset was being loading by two different containers - once with dependencies and once without.
* AssetDataStream::RequestCancel has been added, as it was missing, but nothing currently needs to use it.
* AssetManager::GetAssetContainer() now verifies that the container is valid before attempting to reuse it. This prevents asset containers that are in the middle of cancellation from getting reused.
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
I wasn't able to reproduce the deadlock, but from the reported callstack, the following lock inversion happens:
* EditorSurfaceDataSystemComponent::OnCatalogLoaded locked the AssetCatalogRequestBus mutex by calling EnumerateAssets, and then locked m_assetMutex inside GetAsset->FindOrCreateAsset inside the enumerate callback.
* Loading threads would lock m_assetMutex in AssetManager::ValidateAndRegisterAssetLoading, then lock the AssetCatalogRequestBus inside the Asset<T> copy constructor when calling UpdateDebugStatus when the constructor calls SetData->UpgradeAssetInfo->UpdateAssetInfo->AssetCatalogRequestBus::GetAssetInfoById
This should solve the lock inversion on both sides of the problem:
* UpdateDebugStatus now takes in a const ref instead of a copy, so the copy constructor isn't called.
* EditorSurfaceDataSystemComponent::OnCatalogLoaded is rewritten to call GetAsset outside of the enumeration call.
As a bonus, this also removes the blocking load call. The rest of the code already supports asynchronous refreshes as the list assets are added / modified / removed, so this code was changed to leverage the asynchronous refreshes as well.
* removed the script rule from the Editor, now will only be supported via a script or JSON manual edits
* Mesh Serialization - scriptProcessorRule doesn't save with field empty, but produces no error
* added a test to make sure Script Processor Rule operates with an empty filename
Jira: https://jira.agscollab.com/browse/ATOM-14889
Tests: Launched the Editor to removed the script rule from the Editor