Material editor and other tools load runtime dependencies from game projects. The EMFX system component is checking for game mode by getting a pointer to the editor interface, which will not exist outside of the main O3DE editor.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Small change to make the RasterPass Scope jobs split the work more evenly over the cores
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Update with PR feedback. Remove scale of EstimatedItemCount, modify the command list cost threshold instead
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
Leaving in the print for absorbed asserts to avoid running into future situations where important asserts are accidentally absorbed
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
This change was made years ago in CrySystem (see CSystem::HandleMessage in System.cpp), but looks like it never made it into the NativeWindow_Windows version.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* 1. Add nullptr checks to prevent crashes when non-critical shaders fail to compile.
2. Add a higher "launch_ap_timeout" for Mac because launching a newly built/downloaded AP can take a while.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Fix one more nullptr dereference.
Signed-off-by: amzn-sj <srikkant@amazon.com>
We no longer need a timeout here. A timeout mechanism was added to the mount script to raise an exeception if the EBS volume is not mounted in the configured timeframe.
This also causes a bug with the retry mechanism where Jenkins will hit this timeout in the event the node goes offline during the setup stage instead of raising an exception.
Signed-off-by: brianherrera <briher@amazon.com>
- Added support for NDK r23
- Added support for the versioned Android 'cmdline-tools' package which replace the deprecated 'tools' package
- Updated max Gradle version to latest point release of 7.0 to fix volume query bug during sync in some configurations
- Updated min Android Gradle plugin version to latest point release of 4.2
- Fixed issue with Gradle task chaining for some custom copy tasks
- Replaced use of deprecated 'jcenter' repo with 'mavenCentral' in Android project generator template
- Increased debug logging around adb calls in Android deployment script
- Fixed a couple try/except cases that were looking for the wrong exception when invoking adb_* functions
- Fixed issue where asset cache would get deleted when regenerating an existing Android Gradle project with --overwrite-existing
- Fixed issues with running Android project generation scripts on Unix systems
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Motion extraction should only be applied when in game mode or for entities that belong to the Animation Editor. We don't want our entities to move in editor mode.
* Moved code into separate function that actually applies the trajectory delta to the entity/character controller.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Moved from job system to task graph for the multi-threaded dual quaternion skinning deformer.
* Prepare the task graph at init time and reuse it at runtime.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Fixed potential render scene time precision issues.
The timestamp was simply converted from GetTimeAtCurrentTick to a float. Since this value is backed by QueryPerformanceCounter which is 0 at boot, you could see broken animations on the GPU when your system has been on for a long time. So I simplified the RPI's time API (removed unused code), and subtracted the application start time each frame before converting the time value to a float.
Also moved FindShaderInputConstantIndex("m_time") to be called only once, instead of every frame.
Testing:
Originally: I had a local material shader that did vertex animation and it wasn't working at all before, and now it works.
More recently, I made local changes to StandardPBR to add a simple sin wave animation. I also modified GetTimeNowMicroSecond() to artificially add 30 days to the clock. This showed choppy animation before my changes, and smooth animation after.
AtomSampleViewer passed dx12 and vulkan (other than pre-existing issues)