Removing PhysXSamples gem since its assets are outdated generating issues:
- Uses old material file format .mtl
- All FBXs info assets (.fbx.assetinfo) were generated before Assimp and the mesh unification work.
- All script canvas were created before new Physics API, which reflected events differently as AZ::Events.
- It heavily depends on slices (legacy system)
sig/core approved this removal at 15-OCT/2021 meeting: https://github.com/o3de/sig-core/blob/main/meetings/notes/SIG-Core-Notes%20-%202021-OCT-15.md
Signed-off-by: moraaar moraaar@amazon.com
This is the initial Terrain Gem. In this PR, it doesn't do anything, but it contains all of the initial code, icons, and build scripts for the gem to compile and build successfully. The follow-up PR will contain the first round of functioning code.
Also, with the creation of the gem, the TerrainSurfaceDataSystemComponent is getting relocated from the SurfaceData Gem to the Terrain Gem. This should have no impact, as that component has provided no active functionality in o3de. (It will start working again with the initial terrain system code in the next PR)
This also adds a couple of null guards to prefab code to prevent AP crashes, and fixed an incorrect service dependency in the VegetationSystemComponent that was exposed by moving the TerrainSurfaceDataSystemComponent.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
Synergy (now Barrier) input was lost when we removed the CryLegacy Gem. This resurrects the code, updates it to work with Barrier (which is the open source project based on the original Synergy core), and updates it to be more conformant with the AzFramework Input framework.
Notes:
- The majority of code in BarrierInputClient.cpp is still largely unmodified from the original Cry drop and could use some love to make it more robust, but it works so at least gives us somewhere to start.
- The current iteration replaces the host platform's default mouse/keyboard implementation upon creation of the BarrierInputClient, and if the connection fails or is later lost we don't restore the default implementations which we should for a better use experience. On a related note, for some use cases it would be better to create additional mouse/keyboard input devices (that use the Barrier implementations) in addition to the existing devices (that use the host platform's default implementation), however this would mean that any system assuming only one mouse/keyboard device exists would not work with the additional Barrier input devices. We can iterate on both of the above issues in the future as needed, perhaps providing configurable options to control the behaviour.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Creating Builder variant aliases for all Asset Gems
* Added an AssetGem template for creating an Asset Gem
The AssetGem template is meant for non-code Gems
* Updated the engine_template.py commands to use pathlib
Each of the four commands: create-template, create-from-template,
create-project and create-gem have been updated to use pathlib.Path or
any path manipulation
Fix several python errors when instantiating a template with missing
o3de objects.
For example attempting to use the create-project command with the
"DefaultGem" template would result in a python exception instaed of a
error log and a return value 0..
Added a **force** option to the engine_template commands
to force overriding of existing files
* Optimized search through text files when the create-template command is
run when attempting to replace the license text section
* Adding a Minimal Project Template that contains the minimal set of gems
as stated by UX
* Minor changes to the DefaultProject template. Added a license section to the EngineFinder.cmake
* Adding the MinimalProject to the engine.json file
* 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>