* using O3DE engine assets instead of level.pak
* updated the binary find() logic for DeltaCatalog.xml
Tests: AutomatedTesting/Gem/PythonTests/assetpipeline/asset_processor_tests/asset_bundler_batch_tests.py
* Fix resource mappings file names and client auth warnings and asserts conditions
* Add comments to explain reasoning for client auth role permissions
* Update comments based on feedback
* Fix AWSClientAuth unit test
* Add AWS AutomatedTesting levels
* Update AWSCoreConfiguration to use default profile
* Update lambda name
* Add cdk update command before tests run
* Update global cdk version before runnign tests.
* Add npm update command
* More cdk changes
* More cdk changes
* Shortening project names for cdk
* increase timeout for AWSTests
* Add comments
* Set AWSTests to periodic test suite
* Update logic to re install cdk and deploy bootstrap
* change version to list to catch version mismatch
* Move AWS fixtures to module directory scope
* Fixing issues with cdk utils
* Add cdk setup to be called on cdk fixture function
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).
* Update the minimum CMake version to 3.20
Sets the cmake_minimum_required calls to version 3.20 and updates the
README.md to point at the general CMake download page instead of a stale
link.
* Remove unnecessary cmake minimum version
It was using an old 3.0 version and can be removed.
* Additional updates to CMake 3.20, build scripts
Updates the version and remove logic to find a CMake in 3rdParty.
* Removing backup path to ninja path in the build_ninja_windows.cmd
The backup path for finding ninja was coming from the Perforce depot which isn't available for o3de builds.
* Removing reference to 3rdParty Android SDK 29 from the build and run unit test script
The Android SDK is not part of the new 3rdParty system and users are expected to install the Android SDK on their own in order to build the engine for Android.
* Update the get_python scripts and README
No longer try to append a CMake path to LY_3RDPARTY_PATH, but do still
support LY_CMAKE_PATH because there are still uses of it. Remove
mention of an LY_3RDPARTY_PATH-relative CMake path from the README.md.
* Removing LY_NINJA_PATH from the build_ninja_windows.cmd
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
- Added button to PhysX Collider Component in PhysX Mesh's field to open FBX Settings.
- Added button Material Selection to open the physics material library in Asset Editor.
- Default Material in PhysX configuration is read only and consistent with the text in combo boxes.
- Material configuration field "Surface Type" renamed to "Name"
- Fixed bug in EditorColliderComponent where the material selection was not updated when changing the library.
- Fixed bug where the materials selection was not set to default when a physics material from the asset was not found in the library.
- Added attributes 'BrowseButtonEnabled' and 'BrowseButtonVisible' to PropertyAssetCtrl.
- Updated physx configuration setreg files of AutomatedTesting project.
* Updating the DefaultProject template to not insert the project-path parameter into the VS Debugger Arguments for any applications
Added project-path injection directly within the LauncherUnified and AssetBuilder cmake scripts where their targets are defined
* Removing the add_vs_debugger_arguments call from the AutomatedTesting CMakeLists.txt
* Fixed the relative path in the Source param for the PrefabLevel_OpensLevelWithEntities prefab. Plus bonus capitalization fix.
* Add empty Cached Transform Parent parameter to prevent patch application issues. This will be fixed once prefab sanitation on load is added.
* * Remove test repository references
* * Update asset_builder_tests.py docstring to include test steps
* * Update test docstrings in asset_bundler_batch_tests.py to include test
steps
* * Update asset_processor_batch_dependency_tests.py docstrings to contain
test steps
* * Update asset_processor_batch_dependency_tests2.py docstrings to have
test steps
* * Update asset_processor_batch_tests.py docstring to include test steps
* * Update asset_processor_batch_tests_2.py docstrings to include test
steps
* Removed a references to a JIRA ticket ID
* * Update asset_processor_guit_tests.py docstrings to include test steps
* * Update asset_processor_gui_tests_2.py docstrings to have Test Steps
* * Update asset_relocator_tests.py docstrings to include test steps
* * update missing_dependency_tests.py docstrings to have test steps
* * Update auxiliary_content_tests.py docstrings to have test steps
* * Update fbx_tests.py docstrings to have test steps.
* * Update bank_info_parser_tests.py docstrings to have test steps
* * Removed Jira issue ids from Asset Pipline owned code
* * Undid two errornous code changes.
* * Addressed dbbronso PR-978 feedback.
* Steps declared and not populated. 1 - Removed errornous. 2 - Added missing step
* Fixed line formatting by removing bad blank line in Docstring
* Addressed PR-978 feedback from AMZN-stankowi
* Removed commented out entry from cmakefile
* Fixed several casing and spelling/typo issues caught in review
* Added a missing test step in asset_bundler_batch_tests.py
* Removed a test dealing with external projects, cut LYN-4116 to replace
* Calarfied test steps in asset_processor_gui_tests.py
* Noted test in asset_processor_gui_tests that cannot be ran manually
* Clarified test steps for fbx_tests
* Added in a comment and whitespace to a disguised operation.
Co-authored-by: stankowi <stankowi@amazon.com>
- Invalidate 'Physics Materials From Mesh' boolean from collider component
- Removed material library from material selector. Default material library will always be used instead.
- Marking failing automated test as xfail
- Added default material to physics configuration.
- Moved material library asset from physx configuration to physics configuration, as it doesn't need to be physx specific.
- Refactor physics material system having into account that there is only one material library in the project.
- Renaming code from DefaultMaterialLibrary to MaterialLibrary.
- All queries about physics materials unified under PhysicsMaterialRequests bus.
- PhysXSystem only manages the material library asset.
- Saving and reloading the same physics material asset with different content didn't trigger a events that the material library has changed.
- Changing Physics Material Request interface to use shared_ptr instead of weak_ptr to be simpler to handle the returned materials and having a more consistent code.
- Refactored Material Manager to improve its implementation. Still following the same approach of "creating materials on the fly as they are requested", but now it's doing it consistently across the interface, with private helpers functions FindOrCreateMaterial that simplify vastly the implementation.
- Material Manager now listens to change event of material library asset and default material configuration so it updates its materials accordingly.
- Complete Material move constructor and operator.
AWS Automation test fixes to run on AR.
* Enable AWS automation tests
* Testing by making test part of main suite
* Fix tests target path
* Adding __init__.py for CLI to work
* Revert "Merge pull request #868 from aws-lumberyard-dev/LYN-3974"
This reverts commit 7c2051ae54, reversing
changes made to d8bd6ef407.
* Using absolute path in resource mappings
* Rexporting client auth automation tests level
* Adding null renderer param to AWS automation tests launchers
* Adding rhi null flag to run null renderer
* Remove extra hyphen from rhi param
* Updating rhi param
* Adding rhi param to launcher
* Fix rhi param and reexport client auth levels
* Disable AWS automation tests and remove client auth levels'
-Use PAL_TRAIT_MONOLITHIC_DRIVEN_MODULE_TYPE which will correctly be set to GEM_MODULE to get loaded at runtime with non-monolithic builds instead of PAL_TRAIT_MONOLITHIC_DRIVEN_LIBRARY_TYPE
-Removed the unneeded entries from AutomatedTesting's runtime config now that this is fixed (AtomBridge will bring it in again)
* This simple fix pops any node that can not be registered using it name and unique ID
* Any scene file (i.e FBX) with the three or more nodes with the same name and parent will sort of work
* After the 2nd child node with the same name and parent will be dropped on export
Tests: added the new AutomatedTesting/Assets/BadAssets/three_same_named_nodes.fbx to regress test this
* Code updates for Wwise 2021.1.X support.
* [WIP] CMake updates for Wwise 2021.1.X support.
* Updates FindWwise.cmake to search for a Wwise install or let user set it as cache variable.
* Makes Wwise SDK optional, and the AudioEngineWwise Gem will revert to a 'stub' build if no SDK found.
* Adding a .gitignore for Wwise project files.
* Updates a .wcmdline file for integration into Wwise projects.
* Updates the cmake messaging regarding Wwise SDK and smooths out some of configuration scenarios.
* Updates the Wwise project for AutomatedTesting to ver 2021.1.1.7601 and rebuilds banks.
- Added NvCloth gem to AutomatedTesting project.
- Fixed cloth test levels using atom components.
- Updated and enabled cloth tests. They are marked as xfail for now until they properly work with atom null renderer.
- Fixed crash when runnnig editor with null renderer on a level with Actor component.
- Improved chicken asset and slice used in NvCloth gem.
* Spec-5799 Add PhysX tests to Main Suite to run under 3 min
Adding 12 tests to Main Suite from Periodic Suite. Moved 1 test case to
Sandbox Suite as it was failing and needs to be investigated.
Run results on local : 12 passed, 1 warning in 172.31s (0:02:52)
Test Case list in Main suite:
test_C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC
test_C5932041_PhysXForceRegion_LocalSpaceForceOnRigidBodies
test_C4044459_Material_DynamicFriction test_C15425929_Undo_Redo
test_C4976243_Collision_SameCollisionGroupDiffCollisionLayers
test_C14654881_CharacterController_SwitchLevels
test_C17411467_AddPhysxRagdollComponent
test_C12712453_ScriptCanvas_MultipleRaycastNode
test_C4982593_PhysXCollider_CollisionLayerTest
test_C18243586_Joints_HingeLeadFollowerCollide
test_C19578021_ShapeCollider_CanBeAdded
test_C4982803_Enable_PxMesh_Option
Test moved to Sandbox Suite :
test_C13895144_Ragdoll_ChangeLevel
* Delete .gitignore
* Revert "Delete .gitignore"
This reverts commit 9540e000c85e2a2015fbb8251f0a3248494349b0.
Revert the modification of adding the buildoutput folder.
* Spec-5799:Fixing Cyclinder ShapeCollider test and adding it to Main
Suite
Changes :
1. Fixed and Added test
C24308873_CylinderShapeCollider_CollidesWithPhysXTerrain to
TestSuite_Main.py and updated the level for the test.
2. Removed test test_C19578021_ShapeCollider_CanBeAdded from Main suite
back to Periodic Suite
* Update TestSuite_Periodic.py
Adding xfail to test case test_C13895144_Ragdoll_ChangeLevel as the previous change had overridden Sean Cove's change with commit 95a44c481a
* Update TestSuite_Sandbox.py
Removing test case test_C13895144_Ragdoll_ChangeLevel and moving it to Periodic Suite as the previous change had overridden Sean Cove's change with commit 95a44c481a
Co-authored-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
- Remove some references to gEnv->pRenderer/GetIEditor()->GetRenderer() that is now always null.
- Restore the debug console to existence.
- Stop building the following in preparation for their removal:
Code/CryEngine/Cry3DEngine/*
Code/CryEngine/RenderDll/*
Code/Tools/CryFXC/*
Code/Tools/HLSLCrossCompiler/*
Code/Tools/HLSLCrossCompilerMETAL/*
Code/Tools/RC/*
Code/Tools/ShaderCacheGen/*
Tools/CrySCompileServer/*
* 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'