* Add RefreshAllContainerEntities function to ContainerEntityInterface. It refreshes all registered containers so that listeners can refresh their state.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Move Prefab border painting to foreground, and invert foreground painting order. This ensures the Prefab capsules are drawn according to UX.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fixed the return value of the ConvertToAbsolutePath function
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)
* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed the platform name from the bootstrap.game.*.setreg
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Update how the project related file paths are determined when not
supplied.
The project-path determination now goes back to only detecting a "project.json" file.
It no longer attempts to detect a "Cache" directory
The project-cache-path determination now in addition to checking the
project_cache_path key searches for a "Cache" directory.
The project-path defaults to executable folder if it cannot be detected.
The copying of generated executable folder Registry directory contents
to the product cache is now removed after the archive step.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the invocation of the AssetProcessor in Jenkins to supply an
absolute path to the project.
The project-path is no longer treated as relative to the engine root,
but instead relative to the current working directory at application
startup.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added constant for the storing the name of Cache directory
Fixed typos and grammatical errors in the SettingsRegistryMergeUtils.cpp
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated UnitTest prepend the EngineRoot path to "AutomatedTesting" when
setting the project path.
This is needed now that the project-path isn't treated relative to the
EngineRoot if it is not absolute.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix AssetSeedManagerTest and PlatformAddressedAssetCatalogManagerTest
Instead of trying to used the AutomatedTesting directory as the project root, the temp directory created during the test is used as the project root.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the setting of the project cache root folder and project
asset platform root folder into the `if (!projectCachePath.empty())`
block
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing the scan up logic for the "Cache" directory.
This is no longer needed to locate the project cache path in a Project Game Release Layout.
Because the project path defaults to the executable directory if, it is not found, the Cache directory will be set to the "Cache" directory within the executable directory.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed some files missed when groundplane_521 was renamed to 512 (#4958)
* Fixed references to 521x521 to reference the correct 512x512 FBX file
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed asset hints
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Moved the Asset Catalog loading from LmbrCentral to the AzFramework::Application (#4568)
* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application
Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard
The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME
The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed CrySystem dependencies from the BundlingSystemComponent
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application
Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard
The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME
The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed CrySystem dependencies from the BundlingSystemComponent
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Addded missing template parameter to AssetCatalogRequests
The fixes the compile error.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding AssetBus::MultiHandler::BusDisconnect call
The BlastSystemComponent was connecting to the Bus, but not
disconnecting from it, causing an assert to fire to it being a
multi-thread bus
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added support for DataDrive lifecycle events to the ComponentApplication
The events are using the SettingsRegistry NotifyEvent to track when
certain keys are modified to signal handlers.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Corrected invalid JSON creation in ModuleManager::DeactivateEntities
Resolved clang warning about used type alias
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix for dangling reference in lambda registered to the SettingsRegistry
Notifier event
This was causing the EditorPythonBinding tests to crash due to the
following circumstances.
First Python has created an instance of a SettingsRegistryProxy
Second the SettingsRegistry sends an event during the time when the
SettingsRegistryProxy exists.
This issue was exposed due to the ComponentApplication Lifecycle events
using the SettingsRegistry to dispatch during various times of the
application workflow.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)
* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed the platform name from the bootstrap.game.*.setreg
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixes for release builds with DCO fix (#5164)
* This set of changes is work toward allowing release builds to work with asset bundler generated bundles and legacy, non-prefab levels. This requires some other in-flight changes before this work is complete.
Updated engine seed list + fixed automated test
ComponentApplicationLifecycle has the ability to automatically register events if asked to register a handler and the event doesn't exist. This is only intended for cases where you need to register a handler early in startup before the settings registry file is loaded.
Added two new lifecycle events: One after the system entity has been activated, and one after the system interface has been created.
If you load an archive before the system entity has been activated, archive.cpp caches information about those archives until that time, so it can finish registration. This is because the serialization system and BundlingSystemComponent both need to be available to do this registration, but the bundles have to be loaded before those are initialized so that the settings registry file can be loaded.
Fixed an error were mounted pak files were searching for levels.pak and not level.pak, and not finding them. I'm pretty sure this logic doesn't do anything functional either way, but I've been testing legacy levels with this change and they work now.
Moved wildcard pak loading to where engine.pak is loaded. This is because the settings registry file that defines the IO stack to spin up must be available early in application startup, and this file must be within a mounted pak file. If you're using asset bundler generated bundles, they need to be loaded at this time so that file can be loaded.
Atom's BootstrapSystemComponent.cpp no longer initializes on AssetCatalogLoaded, and instead initializes on the ApplicationLifecycle event SystemInterfaceCreated. This is because the base assetcatalog.xml file is really just a development time concept, this file should not be used in packaged release builds, because those builds will make use of delta catalogs in each bundle loaded. The asset catalog contains the list of all assets that were in the cache at development time, and this contains content that developers don't want to ship, and they may want to specifically hide from their customers, so data miners don't find secrets about upcoming game content.
Recovering from a branch that had incorrect DCO
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed an incorrect ebus disconnect and removed an include that's no longer needed
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed a copy and paste typo from trying to recover the previous pull request
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated product IDs for the settings registry builder to no longer collide with the JSON builder. Now they are based on a hash of the configuration.
Updated the engine default seed list to include the new asset ID info for the renamed bootstrap file
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated the path to the application lifecycle events, because runtime settings aren't included in the merged bootstrap file.
Addressed some feedback on printing out a string view on an error
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Removed a test that uses old assets that aren't relevant. We may not need this test anymore, but if we do we've backlogged a task to create a new test to cover this behavior without using old assets.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renamed SystemInterfaceCreated event to LegacySystemInterfaceCreated
Removed SystemEntityActivated event. Now that I have the rest of the fixes in this pull request, this new event wasn't needed, the already existing SystemComponentsActivated event does what I need.
Changed list to vector
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
The issue was that EditorActorComponent (added by the drag and drop of the FBX into the entity) continued with the loading of an actor asset even though the component is not activated due to incompatible services, which ultimately lead to logic which should never have been reached and crashing.
Also fixed EditorActorComponent missing activation and deactivation of the base editor component class, which is necessary.
All tests from EMotionFX.Editor.Tests passed.
Signed-off-by: moraaar <moraaar@amazon.com>
* add optimize off code temporarily
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* ensure the imgui menu displays when the viewport border is active
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
- Back light correction. This fix will block TT lobe (back lobe) from allowing light transfer
- By doing this we remove the requirement to add self shadowing in most cases, hence removing heavy render pass.
Exception:
- Thin hair will still pass light and therefor there is still a need to read depth buffer and compare as a second step to avoid adding heavy shadowing pass / comparison.
Signed-off-by: Adi Bar-Lev <82479970+Adi-Amazon@users.noreply.github.com>
* Enable closing prefab by double-clicking it when it's in focus.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Enable double clicking on level prefab to close focus mode and return to editing the level.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Introduce API function to go up one level in the Prefab Focus Mode hierarchy.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Enable keyboard shortcuts to more easily navigate the prefab hierarchy.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Tie the "Open/Edit Prefab" action to the = key on top of +. This allows users with compact US keyboards to use either key, preventing them from having to press Shift and =.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Replace the behavior of the "Up one level" button in the breadcrumbs with the new function that serves the same purpose. Also show the - shortcut in the tooltip.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix FocusOnParentOfFocusedPrefab to require the entity context id (to conform with the other functions in the API that don't pass entityIds). Expand its usage to other functions that did the same operation manually.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Include fix for non-unity builds
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Disable drag&drop of entities on closed containers.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Do not show the Create Entity context menu when right clicking a closed prefab container.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Disable entity creation on closed containers, both via the Create Entity flow and drag/drop of assets.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Minor changes to modernize old code.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Shaders changes require two or more change cycles before updating
This fixes the problem described in the title.
Consolidated the responsibility to update the root shader variant
asset into the Shader() class. It was unnecessarily spread across
Shader(), ShaderVariant() and ShaderAsset().
In particular OnAssetReloaded now makes a temporary copy of the root
ShaderVariantAsset and updates the ShaderAsset with such reference
only when OnAssetReloaded() is called on behalf of the ShaderAsset.
Signed-off-by: galibzon <66021303+galibzon@users.noreply.github.com>
* Fix bug in LocalFileIO::ConvertToAliasBuffer when a resolved alias ends in a path separator, in which case we do not want to consume it when replacing it with the alias.
eg. If the @products@ alias resolves to "C:\" and we call ConvertToAliasBuffer with "C:\some_folder\some_file.txt", the current behaviour results in "@products@some_folder\some_file.txt", but it needs to be "@products@\some_folder\some_file.txt"
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Update based on review feedback.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Minor fixes for macro materials
- When macro image views are no longer used, they will explicitely be set to nullptr
- limiting for loop in shader to the number of macro materials total so it doesn't read unitialized memory
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Removing parts of the terrain shader no longer used.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* Fixing normalization in shaders, adding default valus for all structs used in SRGs.
Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
* remove HandleFocusChange from FocusIn/Out events in QtEventToAzInputManager
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* ensure we clear input channels when application state changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* wip changes for focus switching tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates to test to verify focus change not affecting input
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test to ensure input is not cleared when focus changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* ensure key press goes to correct widget
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test to verify input is cleared when application state changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* clear input for all types of application state change
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update input key for focus test
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* use the Settings Registry to tell the InputSystemComponent to disable various devices
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update how we simulate the application state change event
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* revert Settings Registry changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* adding more time via ap_max_activate_time so that the Debug
version of AP-GUI can load all the builder DLLs
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
This adds support for the `ap_tether_lifetime` cvar in Linux. It extends
the solution implemented in #2799 to add the same support on Linux.
Signed-off-by: Chris Burel <burelc@amazon.com>