Commit Graph

185 Commits (4be9ce56c4750302a2d0022d99cfbe1d42198021)

Author SHA1 Message Date
karlberg 5acdc40595 Many fixes for external gem multiplayer components and component network inputs, fixes an uninitialized variable resulting in continual desyncs, restructures our public includes to match the directory structure of source, allows autogen artefacts to be included by external gems, allowing for external multiplayer components to interact with multiplayer gem components with no extra code 5 years ago
Gene Walters 46024f293d Merge branch 'main' into SPEC6476_ReflectNetworkProperties 5 years ago
Gene Walters 7cd4bbee15 Jinja fix white space a bit, still dont fully understand this, but it looks a little better 5 years ago
puvvadar 74ea093f71 More comment cleanup 5 years ago
puvvadar 467caa6175 Some whitespace and comment cleanup 5 years ago
pereslav a852da93a3 Merge branch 'main' into MultiplayerPipeline 5 years ago
puvvadar 8a39f9f1b4 Streamline MP Ctrl+G logic via MultiplayerEditorConnection 5 years ago
Gene Walters a34a240cf6 MultiplierTypes serialized so they are available in the ScriptCanvas variable window 5 years ago
karlberg cb8016bde5 Fix for validator failing on empty files 5 years ago
Gene Walters 77899c5d96 Updated network property behavior context category so they are grouped nicer in the Script Canvas palette 5 years ago
karlberg 601dd30452 Various build and test fixes 5 years ago
karlberg eea0660d21 A couple more fixes 5 years ago
karlberg e772265871 Build fixes for gem reorganization 5 years ago
karlberg 254ad165c1 A bunch of work to get external multiplayer components to actually work 5 years ago
Gene Walters 9a4884ff0b Exposing Multiplayer integral types (just wrapped ints) to bevahior context so that Network Properties using these type can be Get/Set from Script Canvas 5 years ago
karlberg 293e0057f4 Actually invoke the override OnConnect handler 5 years ago
karlberg d0b006c209 Some cleanup to better support backward reconciliation as well as dynamic player spawning on connect 5 years ago
Gene Walters 0867764e5b Updating Autocomponent behavior context property methods to give warnings if a Get/Set fails and how users might go about fixing the issue 5 years ago
Gene Walters b9a0bf52ab Merge branch 'main' into SPEC6476_ReflectNetworkProperties 5 years ago
Gene Walters 3ebf23211f Update Mutliplayer Autocomponent to add Get/Set behavior context methods for any Network Properties with GenerateEventBindings=true. Known issues: not tested with container types, some jinja whitespace 5 years ago
puvvadar ed7cee8844 Merge main to mpgem_scripting_rpc 5 years ago
puvvadar b21553f64d Merge branch 'main' into mp_editor_pipeline 5 years ago
pereslav 92ef82f933 Added handling parented net entities 5 years ago
karlberg 80f6dcd258 Build fixes for android 5 years ago
karlberg e8917e0f06 Fix for format string type mismatch 5 years ago
karlberg 05a39a4412 Fix several build failures 5 years ago
karlberg b2b632aede Bug fixes for stats and for sending rpc and property updates from the client 5 years ago
karlberg 4b1fe9b10b Fix a comment and minor optimization to the server to client replication window 5 years ago
karlberg e7f0bc9ee2 Local prediction player controller is now functional 5 years ago
puvvadar 108f4dfdd6 Merge branch 'main' into mp_editor_pipeline 5 years ago
puvvadar aa51233536 Add Asset serialization for Ctrl+G and related net interfaces 5 years ago
karlberg 751d13dd7b Merge remote-tracking branch 'origin' into MultiplayerComponents 5 years ago
karlberg a1fe8fe419 Ported the local prediction player controller component 5 years ago
pereslav f4bd72880e Fixed tabs 5 years ago
pereslav 30625cf5d3 merge from main 5 years ago
pereslav e414cc151d SPEC-6590 Implemented network entities instantiation by network spawnable asset ID 5 years ago
karlberg d0a561fa01 merging latest origin 5 years ago
karlberg 822368ef01 Changes to get visibility system working again in-game 5 years ago
puvvadar 2f4120cdfb Update Ctrl+G logic to account for prefab processing status and timing 5 years ago
puvvadar 8fc0b84d99 Merge branch 'main' into mpgem_editor 5 years ago
pereslav 85e46a5f10 Merge branch 'main' into MultiplayerPipeline 5 years ago
pereslav 7e633d907e Enabled NetworkPrefabProcessor for Ctrl+G 5 years ago
lumberyard-employee-dm 3dec5d3b71
LYN-2537 engine assets (#254)
* 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'
5 years ago
puvvadar 0dfd635b27 Merge branch 'main' into mpgem_editor 5 years ago
puvvadar 5689b08a23 Merge branch 'main' into mpgem_scripting_rpc 5 years ago
puvvadar 12d5288e32 Add codegen for BehaviorContext binding of RPC Send functions 5 years ago
puvvadar bd435e2abb Build MP Editor RequiredSystem Components off standard version 5 years ago
karlberg 6bb51bd9e4 Merging latest origin 5 years ago
karlberg a73d25dfe6 One more broken component causing atom tests to crash + some extra PR feedback 5 years ago
karlberg 2fc710d73b Addressing PR feedback 5 years ago
karlberg 138b10c902 Unity build fixes 5 years ago
karlberg 51e8b21a0e Clang compile fix 5 years ago
karlberg b6a710a7fa Fixing more merge issues 5 years ago
karlberg 8cb1edb7d7 Updates ImGui to release version 1.82, builds out some better initial multiplayer metrics 5 years ago
pereslav e3b016deba PR feedback addressing 5 years ago
puvvadar 925928bb20 Add MultiplayerEditorGem to clean up logic plus misc. cleanup 5 years ago
pereslav 008c653524 Added ReadyForEntityUpdates message allowing the server to send entity updates 5 years ago
karlberg 590785e4ad Stats are up, but require a ton of presentation polish to be more useful 5 years ago
puvvadar 8d84737743 Disable Ctrl+G server launch by default 5 years ago
puvvadar 0ddf6cd6d2 Merge main to mpgem_editor 5 years ago
karlberg 9b78646397 Missed these changes 5 years ago
karlberg c8bc5b7463 Initial work on multiple gem multiplayer components 5 years ago
pereslav c920e98da7 Added optional activation of selective entities spawning 5 years ago
karlberg f26d7f9301 First crack at the multiplayer component registry to allow multiplayer components to live in any gem 5 years ago
pereslav 374f690b5d tabs/whitespace fixes 5 years ago
karlberg 7adbdb2889 Fix some include paths after rename/refactor 5 years ago
karlberg 55304c8b9c Renamed Multiplayer.Imgui to Multiplayer.Debug 5 years ago
karlberg a2094e7308 Removing debug pragma 5 years ago
pereslav 2b6b4f5d17 Removed OnEntityAdded/OnEntityRemoved from NetworkEntityManager 5 years ago
puvvadar 0a1f0f5698 Merge branch 'main' into mpgem_editor 5 years ago
karlberg 4e75a099b8 Initial Imgui debug display for stats, some hookup between entity replication and the spawnable code to make testing possible 5 years ago
karlberg 0ce18593d2 Merging latest main 5 years ago
pereslav 4962218d29 Refactored root spawnable instantiation, added selective instantiation of root spawnable entities 5 years ago
puvvadar 2309c06709 Fix merge error in MP Gem Module 5 years ago
pereslav a5fdbddeda Merged MultiplayerPipeline from CodeCommit 5 years ago
karlberg 45faa26ffd Some initial updates for eventual support of locally predicted input processing 5 years ago
karlberg 88120999f9 Merge remote-tracking branch 'origin' into MultiplayerComponents 5 years ago
puvvadar d1a65c8dc4 Merge main to Multiplayer Editor branch 5 years ago
puvvadar fa781fabc5 Add MultiplayerGem Editor components for Ctrl+G support 5 years ago
karlberg ca3df5d6c8 Various bug fixes to get entity replication working 5 years ago
alexpete 8469c9ca0a Integrating github/staging through commit 5f214be 5 years ago
alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 5 years ago
alexpete c2cbd430fe Integrating up through commit 90f050496 5 years ago
alexpete 75dc720198 Integrating latest 47acbe8 5 years ago
alexpete a10351f38d Initial commit 5 years ago