* Enable relocation of the Project Game Release Layout
Relocating the Project Game Release Layout to another directory on the file system failed due to the querying of the engine root failing due to the ComponentApplication::m_engineRoot not using the project path stored in the SettingsRegisry if the engine root cannot be detected
Removed the ApplicationRequestBus GetEngineRoot function.
The ComponentApplicationRequestBus has a function of the same name that returns the same path.
Removed the deprecated GetAppRoot function.
The path it returns has no defined value. It was not the engine root or the project root.
Removed unused CFileUtil and CFileUtil_impl functions that were invoking the ApplicationREquestBus GetEngineRoot function.
On the way to update the functions it was discovered that they aren't called
Added a CalculateBranchToken overload that can populate a fixed_string to avoid heap allocations
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Protect against an empty list of artifacts to remove when generating the
engine.pak
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* 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>
The EditorEntitySortComponent was relying on serialization callbacks not exposed to the JSON serializer to marshal data between its serialized state and its runtime state, which led to the outliner sort order becoming disrupted every time a prefab propagation occurs (and the component is subsequently serialized and deserialized). This change:
- Forces `PrepareSave` and `PostLoad` for `EditorEntitySortComponent` to be called at update (direct descendant added or removed) and activation time respectively while prefabs are enabled. While this could be optimized, and this logic stands to be refactored once slices are fully removed, I was unable to gather any samples in which `PrepareSave` are called in a sampling profiler in a scene with 1000 top-level entities, so I don't anticipate this introducing a meaningful performance regression in the short term.
- Disables updates in `EditorEntitySortComponent` during prefab propagation, as any detected changes do not signal authored intent at this time
- Made `GetEntityChildOrder` in `EditorEntityHelpers` work with prefabs enabled, which restores the existing "Sort: A -> Z" and "Sort: Z -> A" behaviors (which have some preexisting issues this does not fix)
- Adds a Python regression test to the Editor suite to validate this behavior - the test is currently in TestSuite_Main and not TestSuite_Main_Optimized because it requires an Editor launch with prefabs enabled, this can be fixed once AutomatedTesting is further migrated away from slices
@AMZN-daimini has a larger change that improves the JSON serialization format (https://github.com/o3de/o3de/pull/1292) which we should absolutely bring in in the future to improve the legibility of the Prefab format, but this change fixes the functionality (including saving & reloading a level and keeping a consistent order) without altering the Prefab format - this lower impact radius fix is my preference for our stabilization period.
Signed-off-by: nvsickle <nvsickle@amazon.com>
- system allocator not configured in environment for AZQtComponents
- WA_DeleteOnClose will destroy the toast dialog causing a crashing when ToastNotificationsView tries to access the pointer
issue: https://github.com/o3de/o3de/issues/5129
Signed-off-by: Michael Pollind <mpollind@gmail.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>
- system allocator not configured in environment for AZQtComponents
- WA_DeleteOnClose will destroy the toast dialog causing a crashing when ToastNotificationsView tries to access the pointer
issue: https://github.com/o3de/o3de/issues/5129
Signed-off-by: Michael Pollind <mpollind@gmail.com>