Commit Graph

3508 Commits (7dabe8b6e966273940e7d98284966104064b783e)
 

Author SHA1 Message Date
lumberyard-employee-dm 7dabe8b6e9
Updated Several Engine Gem's CMakeLists.txt to add themselves as required Gems (#1262)
* Fixed organization of the AssetProcessor SourceAssetBrowser

Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations

* Added ly_enable_gems call to Atom gems targets that are required

The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.

* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.

This is needed as the DefaultLevel.prefab contains an Editor Camera
Component

* Adding the ly_enable_gem call to make the Maestro gem required

CrySystem currently requires Maestro to be enabled in order to
initialize

* Added ly_enable_gems call to the SceneProcessing gem to make it required

The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.

* Fixed bad argument in comment for Prefab CMakeLists.txt

* Fixed Assert in Asset Builders due to the Atom RPI Builder

The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time

The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset

Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum

* Added TypeId output to the JsonDeserializer report message about missing
ClassData

Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type

* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.

Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target

* Adding newline to the end of the Camera Gem CMakeLists.txt

* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE

* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory

* Adding the Atom_Bootstrap gem as a required gem

The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module

* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array

* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into

* Adding newline to the end of Atom_Bootstrap CMakeLists.txt

* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block

* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
5 years ago
Gene Walters 4be9ce56c4
Merge pull request #1399 from aws-lumberyard-dev/CherryPickNetworkingFixes
Cherry pick networking fixes
5 years ago
Aaron Ruiz Mora 7781307afe
Fixed cloth automated tests. (#1400)
Bone transforms buffer is not valid when using Null renderer, which caused the test to fail since it reported an error and ultimately crashing as well. For now it's been worked around by checking the pointer is valid and not printing the error when null renderer is used, a task for the Atom team has been created to fix this properly in the future (ATOM-15807).
5 years ago
Guthrie Adams 593e8e6ca1
Merge pull request #1390 from aws-lumberyard-dev/Atom/guthadam/LYN-4251_material_component_menu_fixes
LYN-4251 fix confusing material component menu options
5 years ago
Guthrie Adams d7b5c1126d
Merge pull request #1391 from aws-lumberyard-dev/Atom/guthadam/LYN-4547_material_editor_display_name
LYN-4547 prepending O3DE to the material editor application name
5 years ago
AMZN-koppersr fad6475066
Merge pull request #1350 from aws-lumberyard-dev/JsonSerialization/ArrayDefaultsFix
Json serialization array defaults fix
5 years ago
evanchia-ly-sdets 65bd1f90a6
Merge pull request #1365 from aws-lumberyard-dev/test_tools_project_fix
fixing ly_test_tools function and unit tests
5 years ago
mrieggeramzn 4746afa332
Merge pull request #1388 from aws-lumberyard-dev/Atom/mriegger/ATOM-15406
Fix for PCF shadow flickering
5 years ago
AMZN-koppersr 6b08ab6e03 Merge branch 'stabilization/2106' into JsonSerialization/ArrayDefaultsFix 5 years ago
Aaron Ruiz Mora b9fbfac967
Fixed Physics Materials periodic automated tests (#1396) 5 years ago
Gene Walters 0810f353c6 Cherrypick 7adf5ca5a5911997102017e2db7981e7b2926100. Fixed assert for network prefabs when asset path was empty 5 years ago
Gene Walters f2b6ea7d8d Cherry picking a47b30c708. Correcting the issue with processing of prefabs in Multiplayer projects 5 years ago
Gene Walters eadbb17034 Cherry picking fff7cc0e10. Redcoding parts of old Networking that used Bullet external physics code 5 years ago
Eric Phister c0d9db6739
Fixes for SDK include directory structure (#1319)
* Updates the install of SDK includes

Needs some fixes so that public include paths that were going up
directories or had multiple path components would resolve to correct
destination paths during install.

* Updates the logic to fix AutoGen includes

AutoGen headers were a special case because matching relative paths
failed due to the headers existing under the build path.

* Removes trailling slashes from inc dirs

This addresses a quirk in CMake where installing a directory with a
trailing slash has different behavior than one without.  The include
paths being processed had a wide mix of slash or not.

* Update cmake/Platform/Common/Install_common.cmake

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixes fatal errors in the last change

The call to cmake_path IS_PREFIX was ill-formed.  Also the trailing
directory separator was being removed from the DESTINATION but really
needed to be removed from the DIRECTORY.

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
5 years ago
SergeyAMZN 39c396c4cd
Merge pull request #1379 from aws-lumberyard/LYN-3779_Blast_fix
Fixed crash when BlastFamilyComponent is used on an entity with no render mesh
5 years ago
Benjamin Jillich 7bd42e1f8d
[LYN-4410] Back buttons should preserve selected gems (#1359) 5 years ago
guthadam 7e231c8e36 LYN-4547 prepending O3DE to the material editor application name 5 years ago
guthadam 58d516688f LYN-4251 fix confusing material component menu options 5 years ago
mriegger 709bca5849 Adding code that prevents nans occuring due to precision issues 5 years ago
galibzon 1097cb7ce3
[ATOM-14935] MaterialHotReloadTest Fails On Second Try (#1384)
[ATOM-14544] Add Reset() function to IShaderVariantFinder

ShaderVariantAsyncLoader::Reset() now Shutdown and Init(). It clears
the cache of ShaderVariantAssets it keeps in memory.

Signed-off-by: garrieta <garrieta@amazon.com>
5 years ago
Chris Santora 6cd1c44b7e
Merge pull request #1385 from aws-lumberyard-dev/santorac/stabilization/2106/HotReloadFixes
Fixed ATOM-14613 MatertialHotReloadTest fails to reload the material after reloading the shader

The problem was...
After a MaterialAsset reload, there could be two different versions of the MaterialAsset in memory: the old one and the reloaded one. The old one is still connected to buses and can send reinitialization messages when other things reload or reinitialize. So when the shader asset reloaded, both the old and new MaterialAsset were sending reinitialization messages. Material::OnMaterialAssetReinitialized was using the materialAsset parameter to initialize the Material, and the latest call to OnMaterialAssetReinitialized was for the old MaterialAsset.

The solution is to use the m_materialAsset member when reinitializing the Material. I also added checks in a couple places to skip unnecessary reinitialization, and added comments in the bus headers to warn developers about this issue.

Testing: Added a new step to ASV's MaterialHotReloadTest.bv.lua script for the error scenario, and this now passes. Ran ASV full test suite, both dx12 and vulkan, only known issues occurred. Tested .shader and .material hot reload in Editor and Material Editor.

See also aws-lumberyard/o3de-atom-sampleviewer#121
5 years ago
AMZN-koppersr 1b1a5a28f4 Using zero-initializer for defaults in the Json Serializer instead of explicit values 5 years ago
Chris Santora 688c5d1052 Merge remote-tracking branch 'upstream/stabilization/2106' into santorac/stabilization/2106/HotReloadFixes 5 years ago
AMZN-koppersr c482c17c9e Fixed an issue with the new Json Serializer Conformity tests and Atom's materials 5 years ago
Chris Santora b176697ce9 Fixed ATOM-14613 Baseviewer MatertialHotReloadTest fails to change the color after turning blending on and off
The problem was...
After a MaterialAsset reload, there could be two different versions of the MaterialAsset in memory: the old one and the reloaded one. The old one is still connected to buses and can send reinitialization messages when other things reload or reinitialize. So when the shader asset reloaded, both the old and new MaterialAsset were sending reinitialization messages. Material::OnMaterialAssetReinitialized was using the materialAsset parameter to initialize the Material, and the latest call to OnMaterialAssetReinitialized was for the *old* MaterialAsset.

The solution is to use the m_materialAsset member when reinitializing the Material. I also added checks in a couple places to skip unnecessary reinitialization, and added comments in the bus headers to warn developers about this issue.

Testing: Added a new step to ASV's MaterialHotReloadTest.bv.lua script for the error scenario, and this now passes. Ran ASV full test suite, both dx12 and vulkan, only known issues occurred.
5 years ago
Qing Tao 7b0d2aac03
Fixed potential crash if an attachment binding doesn't connect to an attachment. (#1373) 5 years ago
Danilo Aimini 62c70035f4
Change Editor Window name for Developer Preview (#1371) 5 years ago
moudgils 1e35e0e1e7
Fix minor compile error (#1375) 5 years ago
AMZN-koppersr ddc60041d3 Addressing PR feedback 5 years ago
pereslav 8921edb954 Fixed crash when BlastFamilyComponent is used on an entity with no render mesh data 5 years ago
Gene Walters 17d1f3ce18
Merge pull request #1357 from aws-lumberyard-dev/SPEC7214_SeparateNetworkPropertiesEventBindingsAndScriptBindings
SPEC-7214 New Network Property Attribute: "ExposeToScript"
5 years ago
evanchia cf7f1defeb added warning message 5 years ago
amzn-hdoke b74a153f75
Update AWSAttribution endpoint to prod endpoint (#1335) 5 years ago
AMZN-koppersr c360e29fbf Fixed compile errors from Clang. 5 years ago
Qing Tao aa2c27b22d
ATOM-15780 Improve cpu profiler allows pause and output profiling data to a file for reference (#1358)
- Added a pause button in imgui cpu profiler.
- Added a capture button to save cpu profiling data to a data file.
- Added some profile marks in both RPI and RHI.
5 years ago
sharmajs-amzn 6d608c2297
{SPEC-6460} BuildReleaseAuxiliaryContent fails to execute (#1341)
* Removing Auxiliary tests

* removing auxiliary test from running
5 years ago
Chris Santora 15db879e43
Merge pull request #1356 from aws-lumberyard-dev/santorac/stabilization/2106/HotReloadFixes
Added new shader reinitialization signaling

This was done while working on "ATOM-15728 Shader Hot Reload Fails in Debug Build", but it turned out these changes did not actually fix the issue (or any other known hot-reload issue). Still, these improvements are appropriate as they correct logical oversights.

ShaderVariant was not listening to asset reloads. It needs to know when the ShaderVariantAsset reload happens so it can reinitialize it's members as well as propagate reinitialization messages. I added a member for the ShaderAsset as the class needs this to reinitialize itself. So now the class listens for reloads of both the ShaderVariantAsset and the ShaderAsset.

Shader was not listening for ShaderAsset reinitialization events.

Updated the API for ShaderReloadNotificationBus's OnShaderVariantReinitialized to include the ShaderVariant which is the most relevant information (the other information wasn't really being used anyway).

Testing: Ran ASV full test suite in dx12 and vulkan, saw only known issues. Tested hot reload in Material Editor and main Editor.

See also aws-lumberyard/o3de-atom-sampleviewer#118
5 years ago
Ken Pruiksma cf9e088133
ATOM-15708 ATOM-15709. Disabling the low end shader for blended and tinted transparencies. The standard shader is already drawing in the transparent pass for those blend modes. Also improving the way StandardPBR_HandleOpacityMode is getting the correct shader by using a tag instead of index. (#1355) 5 years ago
Alex Peterson b0bb29373b
Removed legacy PhysicsEntities gem 5 years ago
evanchia 017845e285 fixing project() func to read project.json 5 years ago
mrieggeramzn a505ed8a51
Merge pull request #1302 from aws-lumberyard-dev/Atom/mriegger/esmexponent2106
Atom/mriegger/esmexponent2106
5 years ago
Chris Santora ddfd0dd046 Merge remote-tracking branch 'upstream/stabilization/2106' into santorac/stabilization/2106/HotReloadFixes 5 years ago
Benjamin Jillich 2cfa1de148
[LYN-3117] Adding a skeletal mesh to a project doesn't include an Actor by default (#1303)
* Before we were skipping actors in case there was animation data present in the source asset to avoid having many duplicated actors.
* There was an issue though for simple test fbx files containing a full character with a test motion.
* The new rule is that we will be exporting actors on default whenever there is a skeleton including either skinning data or morph targets, as these usually are not included for animation assets to not increase disk space heavily.
* Tested with several of our assets and always showed the expected behavior with the new way.
5 years ago
evanchia 009e96d601 fixing ly_test_tools function and unit tests 5 years ago
Scott Romero 00ebaad9db
[stabilization/2106] legal and UX requested changes to installer (#1351)
Updated window size and re-organized elements
Updated product name to include [Developer Preview]
Replaced font type with correct one
Replaced square O3DE logo with full name logo
Reworded and removed checkbox for EULA acceptance
5 years ago
Chris Burel 5946a5981e
Fix code that triggers `-Wnon-pod-varargs` (#1354)
This fixes mac-specific instances of the `-Wnon-pod-varargs` warning.
5 years ago
AMZN-stankowi 1fd0886b70
Updated AssImp to v10 for Windows Invert PostRotation matrix in animation chains (#1340) 5 years ago
Gene Walters bcd008df20 Allowing network properties to generate event bindings while staying hidden from script by using a new ExposeToScript attribute. This was useful in hiding NetworkTransformComponent properties which needed event binding in order to update the normal transform, but remain hidden from scripters who should still be using the normal transform component 5 years ago
Chris Santora c158ca178f Added new shader reinitialization signaling.
This was done while working on "ATOM-15728 Shader Hot Reload Fails in Debug Build", but it turned out these changes did not actually fix the issue (or any other known hot-reload issue). Still, these improvements are appropriate as they correct logical oversights.

ShaderVariant was not listening to asset reloads. It needs to know when the ShaderVariantAsset reload happens so it can reinitialize it's members as well as propagate reinitialization messages. I added a member for the ShaderAsset as the class needs this to reinitialize itself. So now the class listens for reloads of both the ShaderVariantAsset and the ShaderAsset.

Shader was not listening for ShaderAsset reinitialization events.

Updated the API for ShaderReloadNotificationBus's OnShaderVariantReinitialized to include the ShaderVariant which is the most relevant information (the other information wasn't really being used anyway).
5 years ago
scottr 084430f0c9 [cpack/stabilization/2106] update xml strings to use cmake bracket argument 5 years ago