• Changed thumbnail property control to track asset key even if image is overridden so that it will be restored if the image is cleared.
• Changed property asset control to disable the thumbnail image by default whenever the attribute is applied. It will only enable the thumbnail image if the pixmap is valid.
• Changed the material component controller to always use an empty material assignment map on deactivation so that no persistent materials are reapplied.
• Changed the material component controller to immediately send a notification that materials have updated if no materials were queued for load but the configuration contained pre created or persistent material instances. This mainly affects the material editor because it manages its own material instances.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* bugfix: improve viewport overlay
- disable animation for window
- fix problem where vieport is offset from main window
Signed-off-by: Michael Pollind <mpollind@gmail.com>
* update geometry of m_uiOverlay
Signed-off-by: Michael Pollind <mpollind@gmail.com>
* Added Hydra API to extract all the classes, globals and EBuses exposed
to lua:
azlmbr.script.LuaSymbolsReporterBus:
GetListOfClasses
GetListOfGlobalProperties
GetListOfGlobalFunctions
GetListOfEBuses
Also exposed to Hydra the classes that can be used to dump
the symbols
azlmbr.script.LuaPropertySymbol
azlmbr.script.LuaMethodSymbol
azlmbr.script.LuaClassSymbol
azlmbr.script.LuaEBusSender
azlmbr.script.LuaEBusSymbol
The python file Assets/Editor/Scripts/lua_symbols.py
can be used with "pyRunFile <script_name> [output.txt]"
to create Game/output.txt will all the symbols
OR
passing up to three additional arguments "c" or "g" or "e" to dump only
classes, globals or ebuses or a combination of those. Example:
To create an output file with only classes and Ebuses:
"pyRunFile <script_name> [output.txt] c e"
Signed-off-by: garrieta <garrieta@amazon.com>
- Add a new automated test PrefabBasicWorkflow_CreateReparentAndDetachPrefab for verifying prefab detachment basic workflow.
- Add a new automated test PrefabBasicWorkflow_CreateAndDuplicatePrefab for verifying prefab detachment basic workflow.
- Fix a bug related to sets of entity ids in Reparent helper function .
- Prevent P4 thread to run if we cannot detect the P4 command to begin with
- Add a trait to disable calling the parent ComponentApplication::Destroy(), instead calling _exit() to skip the module unloading on exit
Signed-off-by: Steve Pham <spham@amazon.com>
* Initialize the PrefabFocusHandler on context reset, to also cover the case of a new level being created on the welcome screen.
Relax checks/restrictions on refreshes to cover cases where an instance is reused by the Prefab EOS.
Refresh the breadcrumbs when a container is renamed and when a change is propagated to the instances to ensure the correct names are displayed.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Rename m_isInitialized to m_initialized in PrefabFocusHandler
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Use find_if to detect when a container entity in the focus path has been renamed.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Renaming and commenting variables in PrefabFocusHandler.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Undo minor naming change
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Replace lazy initialization and have the UI side initialize the Editor calls in PrefabFocusHandler.
This should prevent issues with focus mode trying to access these interfaces in non-editor applications.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Move the existing Qt Toast Notification QWidgets, EBuses and logic from the GraphCanvas gem into AzQtComponents and AzToolsFramework so they can be re-used.
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
The test was relying on immediate updates from the prefab system which are now scheduled for a later tick - this reworks the tests to wait for deferred updates before validating state
Signed-off-by: nvsickle <nvsickle@amazon.com>
* {lyn7251} Add material component example in Python
adds a AZ::Render::EditorMaterialComponent as an example of how to
override the default material from the scene building pipeline
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* Only set the cube to a gray material
Skip loading the asset, instead just set the outPrefabAssetPath for the Prefab system to load
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* stablizing the sub-id of procedural prefab groups
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
The EntityOutlinerListModel was violating the QAbstractItemModel contract in a few cases, as reported by `QAbstractItemModelTester`. The important ones causing issues were:
- Entry order was not guaranteed, leading to model indices pointing at invalid data
- Parent/child relationships could be temporarily invalid due to a change I made in EditorEntityModel::RemoveEntity to try to avoid an unnecessary reparent operation - as it turned out, the parent/child data was being cached even for recreated entities and not clearing child data could cause issues
- `EntityOutlinerListModel::ProcessEntityUpdates` was emitting data changed between two indices that didn't necessarily share a parent, which is [undefined behavior](https://doc.qt.io/qt-5/qabstractitemmodel.html#dataChanged)
The other reported issues (that weren't really causing issues with `QTreeView`) were:
- The root index had flags other than `Qt::ItemIsDropEnabled`
- `rowCount` showed all columns as having children
- `parent` showed indices as being parented to a non-0 column
This change introduces fixes for the above issues, namely:
- Reverts my change to `EditorEntityModel::RemoveEntity` to ensure we don't have invalid parent/child references sitting in the cache
- Ensures `EditorEntityModelEntry` child ordering is guaranteed sorted by EntityId, to prevent the `EntityOutlinerListModel` from having indices pointed at invalid data*.
- Fixes various model sanity issues, such as `rowCount` being 0 for indices with a non-0 column
Two unit tests were added to reproduce the invalid behavior and validate the fix: TestCreateFlatHierarchyUndoAndRedoWorks and TestCreateNestedHierarchyUndoAndRedoWorks
This change focuses on correctness over performance. My subjective in-Editor outliner experience is about the same, but it may be worthwhile to expand the test coverage with a benchmarking suite to look into areas for optimization.
*As a rough illustration of the previous child ordering behavior, consider the following entity hierarchy:
```
Root (EID 9999)
|_ Child1 (EID 2)
|_ Child2 (EID 3)
|_ Child3 (EID 4)
```
With an representations like the following pseudocode:
```
// EditorEntityModel representation
EditorEntityModelEntry root;
root.children[0] = 2;
root.children[1] = 3;
root.children[2] = 4;
// EditorOutlinerListModel representation
// row, column, user data (64 bit uint)
child1 = QModelIndex(0, 0, 2)
child2 = QModelIndex(1, 0, 3)
child3 = QModelIndex(2, 0, 4)
```
When removing a child, the `EditorEntityModel` used to do roughly the following:
```
// Swap and pop the last child
int indexToRemove = 0;
swap(root.children[indexToRemove], root.children[root.children.size() - 1]);
root.children.resize(root.children.size() - 1);
model.notifyRemoved(root, indexToRemove); // model removes the row indicated
// Leading to this EditorEntityModel state
root.children[0] = 4;
root.children[1] = 3;
// And this EntityOutlinerListModel state, note that the row indices are swapped from the indices in the backing storage
child2 = QModelIndex(0, 0, 3)
child3 = QModelIndex(1, 0, 4)
```
A QModelIndex having a row that doesn't match its underlying data is undefined behavior, and was the source of an intermittent crash in our `QSortFilterProxyModel` as subsequent updates to the wrong row led to an invalid proxy state.
Signed-off-by: nvsickle <nvsickle@amazon.com>