Commit Graph

75 Commits

Author SHA1 Message Date
chcurran 7b149e6f90 remove unnecessary reporting values from user script variable json serializer
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-30 18:14:05 -07:00
chcurran fe829bfbd4 Use 'missing' vs 'catastrophic' of missing $type field in user script variable json serializer
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-30 18:10:17 -07:00
chcurran 0136c92467 PR white space feedback, better Lua print error message, fix ACM static variable culling
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-30 16:55:26 -07:00
chcurran 917dacb61e Added comment explaining state of progress of SC --> C++
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-30 12:10:51 -07:00
chcurran df02813cd4 Hide ExecutionState methods from SC, Fixes LYN-4900
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-30 11:58:04 -07:00
chcurran 5b7b989733 use more constexpr in ScriptCanvasAttributes.h, remove superfluous string use in SC user data serialization
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-30 11:44:25 -07:00
chcurran 9d9205d067 SC user nodeables now use __index method does not report error on (allowable) nil table entries LYN-3664
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-29 18:42:32 -07:00
chcurran 355776d3a9 Add versioning updates for prefab conversion, and PR clean up & nitpicks
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-29 17:25:23 -07:00
chcurran fb448124e2 removed uneccessary prefab senstive code
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-29 15:23:14 -07:00
chcurran dcb3c71d33 Initial prefab integration
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
2021-06-29 13:25:56 -07:00
Steve Pham 70042fcdcd O3DE Copyright Updates for Linux Foundation (#1504) 2021-06-23 10:55:22 -07:00
chcurran d907c14682 Remove any null entries from AbstractCodeModel::ModAllRoots() LYN-4658 2021-06-18 09:11:36 -07:00
chcurran 2fd985f162 Fix for unconverted once nodes 2021-06-15 12:13:25 -07:00
chcurran 8ab2752f42 Fix for using BC class constants LYN-3777 2021-06-09 14:52:33 -07:00
chcurran a766e3af5c Fixes for internal if-branch node parser bug (LYN-4347) and exposing properties for AZStd::tuple (LYN-3910) 2021-06-08 13:54:25 -07:00
AMZN-koppersr 4eb5b3554e Merge branch 'main' into SpawnableEntityIdMapping 2021-06-04 14:00:06 -07:00
Esteban Papp 76a6df341b SPEC-2513 Fixes to enable w4457 2021-06-04 10:51:47 -07:00
AMZN-koppersr ce7b81e2e7 Merge branch 'main' into SpawnableEntityIdMapping 2021-06-04 10:11:47 -07:00
chcurran 0a9d6f5f0f Bug fixes and improvements brought over from demo work.
* Generic Multi Function Call ability added to extensible nodes
* Code gen improvements, including allowing for more manually codewritten extension of codegen facilities
* CVAR to disable automatic update of deprecated node
* Fixed variable sorting error that can apply to parser/runtime added variables
* Made Edit/SerializeContext ClassBuilder public, as it was needlessly private
* Fixed dangerous Datum::GetValueAddress(), it now checks for an empty storage AZSTd::any, as does Datum::Empty()
2021-06-03 13:13:22 -07:00
AMZN-koppersr 1e7ac60949 Reintroduced spawning multiple instances of the same entity
The following was changed:
- The remapper in AZ::IdUtils now has an additional argument to tell it what to do when it encounters the same source entity id. The original behavior of ignoring the new entity id and returning the first occurrence is the default. The alternative behavior is to store the last known entity id and return that instead.
- Split the optional arguments for SpawnAllEntities and SpawnEntities.
- SpawnEntities now has an option to continue with the entity mapping from a previous spawn call or to start with a fresh mapping. The latter is the default as the former will come at a performance cost since the mapping table has to be reconstructed.
- Entities spawned using SpawnEntities and ReloadEntities now also get the correct entity mapping applied.
- Added several new unit tests to cover most of the new functionality.
- Fixed some places where the older API version was still called.
2021-06-03 10:56:34 -07:00
AMZN-koppersr 8c541b5205 Moved default values to object in the Spawnable Entities Interface 2021-06-03 10:56:30 -07:00
AMZN-koppersr 7ee55cce3a Post merge fixes for spawning entities 2021-06-01 11:19:03 -07:00
sconel fe8803291a Fix for referencing now deprecated AZ::Transform constructor 2021-05-28 13:53:09 -07:00
greerdv 2c36d6a19a Merge pull request #1039 from aws-lumberyard-dev/transform-float-scale-3
refactor vector scale in Transform to float scale
2021-05-28 21:20:03 +01:00
sconel 4267c434b1 Add product asset dependency handling to SC builder 2021-05-28 10:48:22 -07:00
greerdv b2513cbb51 update one more vector scale usage in scriptcanvas 2021-05-28 12:05:03 +01:00
greerdv e556cdbba5 update scriptcanvas to handle uniform scale on transform 2021-05-28 11:54:12 +01:00
sconel cb62322f0d Addressed PR feedback 2021-05-27 11:58:56 -07:00
sconel 933f012def Code cleanup, removed pragma optimize macro 2021-05-27 10:50:56 -07:00
sconel 824be567fc Prepping for PR 2021-05-27 10:45:47 -07:00
sconel 07ecb938e7 Merge branch 'main' of https://github.com/aws-lumberyard/o3de into Spawnable/ScriptCanvas/Integration 2021-05-26 16:45:23 -07:00
sconel b5599ca739 Add asset picker support to spawn SC node and thread safety measures 2021-05-26 16:45:04 -07:00
carlitosan 5eb3bcdf55 Merge pull request #932 from aws-lumberyard-dev/carlitosan-beta-fixes
SC support for unordered_set, version upgrade improvements and bug fixes
2021-05-25 17:39:06 -07:00
chcurran 24c17932e3 Add error messages to ErrorText.h, label functionality to fix default groups on FDNs. 2021-05-25 14:19:04 -07:00
chcurran c1e7970dbb Add support for unordered_set to ScriptCanvas. Improved graph version upgrade systems and fixed related bugs. 2021-05-25 12:07:14 -07:00
greerdv ccccfb2c5b more tidying up 2021-05-25 14:56:08 +01:00
sconel 7caab501cb Add inputs and logic to handle spawn transforms 2021-05-24 17:52:47 -07:00
sconel 68a5216122 First version of spawning Script Canvas node 2021-05-21 17:53:45 -07:00
greerdv 7def4741cd merge from main 2021-05-19 12:14:25 +01:00
karlberg 74385a575f Merge remote-tracking branch 'origin' into MultiplayerComponents 2021-05-11 13:43:17 -07:00
karlberg 5440d0926d Fixing some dependencies in script canvas and emfx 2021-05-11 13:42:44 -07:00
Terry Michaels 8ddfcabae7 Removed unneeded comments (#673) 2021-05-10 22:02:30 -05:00
chcurran a30d8eb886 Expose Raw BC Properties to Node Palette. 2021-05-05 14:59:08 -07:00
chcurran 071a642804 Auto gen updates fixing property declarations. 2021-05-03 09:37:23 -07:00
chcurran 1d7fc92930 Fixes errors in function scope variables that require static initialization 2021-04-29 18:19:14 -07:00
chcurran f52975be83 use long brackets to implement SC strings in Lua 2021-04-28 22:40:41 -07:00
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'
2021-04-28 21:38:43 -05:00
chcurran 812f624020 add missing numeric caster for platform safe Lua integer use 2021-04-27 14:22:29 -07:00
chcurran 66dd89aacd Fixes for branching runtime, nested user branch parse-error, unit tests for both. LYN-3338 2021-04-27 12:08:49 -07:00
greerdv b113f09a71 first pass of changing transform to use float for scale internally rather than Vector3 2021-04-27 18:12:46 +01:00