The issue is due to RootAssetBrowserEntry::UpdateChildPaths not taking
the RootAssetBrowserEntry fullpath into account when appending the child
path entry
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Add script for license scanner
This script will scan the source tree for license files and generate a file with the contents of all the licenses.
Signed-off-by: brianherrera <briher@amazon.com>
The fallback font does not scale well when the specified one is not installed on the machine running the installer, so a standard OS level font is recommended.
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* External Gem and Projects now appear in Editor AssetBrowser
Optimized logic populating the FolderAssetBrowserEntries in the Editor AssetBrowser.
Added an "[External]" tag to scan folders which reside outside of the Engine Root
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed conversion of fixed_string to string when normalizing an added AssetBrowser file path.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* RootAssetBrowserEntry.cpp Linux conditional expression fix
Because an AZ::IO::PathView is convertible to an AZ::IO::FixedMaxPath and vice-versa, the conversion of the second part of the ternary expression absolutePathView needs to explicitly convert to an AZ::IO::FixedMaxPath
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Clear build and Cache directories when copying or moving projects
Signed-off-by: nggieber <nggieber@amazon.com>
* Updated tests for moving projects and Added tests for copying projects and skipping build files
Signed-off-by: nggieber <nggieber@amazon.com>
* Address PR feedback and fix a few minor UX issues, and request project be rebuild after copying or moving
Signed-off-by: nggieber <nggieber@amazon.com>
* Include ProjectInfo.h in ProjectUtils.h so linux will compile
Signed-off-by: nggieber <nggieber@amazon.com>
* User provided animation resulted in a data integrity error.
* The first track had 0.66 as max time while another had a keyframe more resulting in 0.69.
* When updating the duration before fixing up the last keyframe for each of the tracks, the duration was returned early with 0.66 while there were other tracks having a keyframe more.
* We're now crawling through all tracks to determine the maximum duration.
* This results in a correct fixup of the last frame.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Fixed creation of paths in the install layout for external source paths
Any source path that is not within the engine root is now copied to an
External directory within the engine root
Updated the gem copy regex to include the preview.png file and Editor/Scripts directory
Added an ly_add_install_paths function for installing a list of paths to
the install layout
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the ly_get_last_path_segment_concat_sha256 and
ly_get_engine_relative_source_dir functions to cmake/FileUtil.cmake
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* User provided model was exporting correctly with an .assetinfo while it was not when just placing the .fbx file in the project folder.
* Turned out that the best matching root bone was set by opening the Scene Settings for the first time, so after saving it again it worked correctly.
* We're now chosing the best matching root bone when initializing the actor group, which fixes the issue.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
LY_ALL_TARGET_DIRECTORIES property if that directory has not already
been added
This addresses an issue where if a CMakeLists.txt contains a call to
ly_create_alias(), but NOT a call to ly_add_target, it would not be
added to the generated CMakeLists.txt for the install layout
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Cleanup incremental build scripts
Signed-off-by: shiranj <shiranj@amazon.com>
* Fix timeout function since signal.SIGALRM is not available on Windows
Signed-off-by: shiranj <shiranj@amazon.com>
* Convert missing fstrings
Signed-off-by: shiranj <shiranj@amazon.com>
* Add PipelineAndBranch back to EBS volume tag
Signed-off-by: shiranj <shiranj@amazon.com>
3rd party license URL is now auto generated from the version string (which should be synchronized with the GitHub release tags) and pulled directly from the source repo it originated from, but only when the version is non-zero. This also fixes an issue where configure would fail when the previous 3rd party URL wasn't supplied
Fixed an issue where CrashHandler required version strings to be 4 components
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Added a warning when VS2019 is not installed with link to download it
Signed-off-by: nggieber <nggieber@amazon.com>
* Widden VSWarning dialog
Signed-off-by: nggieber <nggieber@amazon.com>
* Fix issue with checking for Visual Studio
Signed-off-by: nggieber <nggieber@amazon.com>
* PALify compiler detection
Signed-off-by: nggieber <nggieber@amazon.com>
* Changed windows compiler check to waitForFinished instead of waitForReadyRead
Signed-off-by: nggieber <nggieber@amazon.com>
Added an initialization delay before starting the DiffuseProbeGrid texture readbacks, to allow the textures to settle.
Signed-off-by: dmcdiar <dmcdiar@amazon.com>
* fix outliner sorting using incorrect types for comparisons, fixes for [LY-122258] and [LYN-3666]
Signed-off-by: Alex Montgomery <alexmont@amazon.com>
* fix annoying but necessary Qt type cast
Signed-off-by: Alex Montgomery <alexmont@amazon.com>
Changed the existing desktop shortcut for Project Manager to include tool name and dropped version number for consistent branding
Added desktop shortcut for the Editor
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Switching to Buffer<float> instead of Buffer<float3> in the skinning shader because metal doesn't support float3 buffers
Signed-off-by: amzn-tommy <waltont@amazon.com>
* Adding a comment to LinearSkinningPassSRG pointing out that positions, normals, and bitangents are using float buffers to work on Metal
Signed-off-by: amzn-tommy <waltont@amazon.com>