Commit Graph

82 Commits (9b14d49f87c27610c86df83acb6b94e5a014b44c)

Author SHA1 Message Date
Alex Peterson 20849655ea
Initial gem dependencies (#4229)
These are immediate dependencies, and include many circular dependencies, largely amongst the Atom gems, as indicated by cmake

Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
4 years ago
Esteban Papp 1d53200eda Gems/SceneProcessing
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
lumberyard-employee-dm 0ad2fe2294
Set enable gem variants feature (#3631)
* Implemented the RFC to allow projects to need to specify the Gems

Projects no longer need to specify CMake Targets to associate a Gem
variant with.

In order to associate a CMake Target with a gem variant a new
`ly_set_gem_variant_to_load` function has been added that maps CMake
Targets -> Gem Variants.

This allows CMake Targets to self describe which gem variants they
desire to build and load

This implementation is backwards compatible:
The `ly_enable_gems` function still accepts the TARGETS and VARIANTS
arguments which it will forward to the new `ly_set_gem_variant_to_load`
function to allow the input Targets to be associated with input Gem
Variants

This changes fixes the issue with gems that are required by an
Application regardless of the Project in use, not replicating it's
"requiredness" to the SDK layout

Fixes #3430

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

* Added an LY_PROJECT_NAME property to the Launcher targets

The `ly_enable_gems_delayed` now command queries the LY_PROJECT_NAME property
associated with each target to determine if the gems being enabled are
match the project the target is associated with.
In this case the target only adds dependencies if the gems is being enabled
without a specific project or if the gems is being enabled for the
matching project.

If the LY_PROJECT_NAME property is not set for target, it indicates the
gems for each project can be added as dependencies to the target.

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

* The INSTALL step now forwards the LY_PROJECT_NAME property for a target

The Install_common.cmake has been updated to support configuring
TARGET_PROPERTIES into the generated CMakeLists.txt for install targets.

Furthermore the indentation of the generated CMakeLists.txt has been
normalized to help with readability

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

* Updating the Atom_Bootstrap CMakeLists.txt to enable the Atom_Bootstrap Gem


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

* Added a deprecation message to ly_enable_gems when supplying TARGETS and
VARIANTS

Added a define_property call for the LY_PROJECT_NAME target property
Removed the .Builders alias for the PrefabBuilder and renamed the
GEM_MODULE target o PrefabBuilder.Builders.

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

* Removed superflous space from AutomatedTesting Gem CMakeLists.txt

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
Chris Galvan 194205c453 Replaced AzFramework::FileFunc JSON utils API calls with AzCore::JsonUtils APIs that appear to have been duplicated. Also fixed up improper Project Configurator -> Project Manager comment replacements.
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
4 years ago
Chris Galvan dbf12ae697 Updated remaining Project Configurator references to Project Manager.
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
4 years ago
santorac 60d137c5b6
Merge pull request #2746 from aws-lumberyard-dev/Atom/santorac/OptionalSceneApiMaterialConversion3
Made Model Material Conversion Optional

Added a new registry setting that disables automatic conversion of materials from model files like FBX.

By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.

Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.

Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows SceneAPI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.

Testing:
- Changing the registry setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switching the material conversion registry setting from true to false. (Details below)
- Merged this change to a customer's fork and tested on their existing content.

Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
  - Entity 1 material assignments
    - Blue_Zaxis: left as-is
    - Green_Yaxis: exported the material
    - Red_Xaxis: exported the material, and changed the material instance color to pink
    - StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
    - With_Texture: selected an existing brick material, changed the material instance color to red.
  - Entity 2 material assignments
    - Default Material: set to an existing brick material
    - Blue_Zaxis: manually assigned built-in material that was converted from fbx
    - Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange
4 years ago
Esteban Papp 61f7fe5dc5 Merge branch 'development' into cmake/AddressSanitizer
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp 68b04fa6c1 Merge branch 'development' into cmake/AddressSanitizer
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Legacy/CryCommon/LegacyAllocator.h
4 years ago
santorac 079e018e8e Merge remote-tracking branch 'upstream/development' into Atom/santorac/OptionalSceneApiMaterialConversion3 4 years ago
Esteban Papp f8e99cd7dd Merge branch 'development' into cmake/SPEC-2513_w4244
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/CryEditDoc.cpp
#	Code/Framework/AzToolsFramework/AzToolsFramework/Input/QtEventToAzInputManager.cpp
#	Gems/Atom/Feature/Common/Code/Source/PostProcessing/BlendColorGradingLutsPass.cpp
#	Gems/PhysXDebug/Code/Source/SystemComponent.cpp
4 years ago
Jeremy Ong df9b4d4a2f Deprecate profiler categories based on global enum
(to be supplanted by registered budgets in the future)

Signed-off-by: Jeremy Ong <jcong@amazon.com>
4 years ago
Esteban Papp 1e136a02b0 Merge branch 'development' into cmake/SPEC-2513_w4244
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Framework/Crcfix/crcfix.cpp
4 years ago
amzn-victor 7164b64bb5
Move BuildDebugSceneGraph function out of SceneProcessing gem (#3290)
Moved BuildDebugSceneGraph out of SceneProcessing gem and into DebugOutput class to allow the function to be shared, which ensures the same dbgsg format is outputted among any calls to the function.

* Move BuildDebugSceneGraph function, update all calls to this function

Signed-off-by: Victor Huang <huavicto@amazon.com>

* Remove unused includes

Signed-off-by: Victor Huang <huavicto@amazon.com>

* Remove z

Signed-off-by: Victor Huang <huavicto@amazon.com>
4 years ago
Esteban Papp 1d7f690e06 missing header includes
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp 036114a5a7 Merge branch 'development' into cmake/SPEC-2513_w4244
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Framework/AzToolsFramework/AzToolsFramework/Input/QtEventToAzInputManager.cpp
4 years ago
amzn-victor eb1593a19c
Changes to SDK wrappers and functions to allow more flexible scene file processing (#3112)
These changes allow for usage of different asset import SDKs to process scene files.

    Move AssImp specific code out of node, scene & material wrapper parent classes and into child wrapper classes (AssImpNodeWrapper, etc.), allowing child classes to expose import SDK code. Allows for more convenient implementation of other import SDK's elsewhere (such as in a gem).
    Add a loadingComponentUuid parameter to LoadSceneFromVerifiedPath to allow for usage of different loading components. Changed tests and all calls to this function accordingly.


* Move AssImp specific code out of wrapper parent classes and into child classes for gem usage

Signed-off-by: Victor Huang <huavicto@amazon.com>

* Add loadingComponentUuid parameter to LoadSceneFromVerifiedPath function

Signed-off-by: Victor Huang <huavicto@amazon.com>

* Make wrapper members protected, change pointer cast

Signed-off-by: Victor Huang <huavicto@amazon.com>

* Adding spaces to fix style

Signed-off-by: Victor Huang <huavicto@amazon.com>

* Fix for pointer cast causing test failures

Signed-off-by: Victor Huang <huavicto@amazon.com>
4 years ago
Esteban Papp b9e73a823a Gems/SceneProcessing
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Esteban Papp 3522f622f3 more castings
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Benjamin Jillich 5c90bc0d58
Skip blend shapes that influence multiple meshes (#3009)
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
4 years ago
AMZN-nggieber 2c7f6f9742
Adds Links to Gem Directory and Documentation for Gems (#2922)
* Changed blue text to white that is not meant as a link, made 'View in Director' link work for gems in the inspector, added parsing for gem documentation link

Signed-off-by: nggieber <nggieber@amazon.com>

* Added documentation links for gems, changed markup for urls in summaries and requirements so they are clickable

Signed-off-by: nggieber <nggieber@amazon.com>

* Fixed a couple of the documentation links

Signed-off-by: nggieber <nggieber@amazon.com>

* Added documentation url to edit gem properties script and updated unit tests

Signed-off-by: nggieber <nggieber@amazon.com>
4 years ago
Chris Santora 36abde95a9 Added a new registry setting that disables automatic conversion of materials from model files like FBX.
By default, processing of model files (like FBX) automatically convert the included materials to Atom materials, using StandardPBR. This adds a job dependency on StandardPBR.materialtype, which propagates to any related azsl files as well. Thus any change to azsl code will cause all model files in the project to rebuild.

Some game teams have no interest in using the auto-converted materials; they always use a Material Component to apply material overrides for every mesh. This new setting allows teams to disable material auto-conversion for the entire project, thus removing the job dependency on StandardPBR.materialtype. Instead, every mesh will be assigned the same default material. Any change to azsl code will cause that one default material to rebuild, but this will not trigger any models to rebuild.

Details:
- Added /O3DE/SceneAPI/MaterialConverter registry settings for configuring the scene material converter. It includes an enable flag, and a default material to use when conversion is disabled.
- Added SceneBuilderDependencyRequests::AddFingerprintInfo which allows ScenePI components to modify the scene builder analysis fingerprint. We use this to reprocess scene files when the material converter settings change.
- Updated SceneAPI's material asset builder to skip the StandardPBR dependency when material conversion is disabled.
- Added some code to MaterialComponentController to handle an edge case that may when disabling material conversion on an existing project, and assigned materials disappear.

Testing:
- Changing the registery setting does trigger a rebuild of the fbx files.
- When material conversion is disabled, changing an azsl file does not cause fbx files to rebuild, but the shader still reloads as expected.
- Made a test level using multiple models with multiple meshes, made various adjustments to the material slots for each mesh, and tried switcihng the material conversion registry setting from true to false. (Details below)
- TODO: Will merge this change to a customer's fork and test on their existing content.

Details about my test level:
- Made a new test level AtomTest project
- Added two entities, both using multi-mat_mesh-groups_1m_cubes.fbx
- Added a material component to both entities
  - Entity 1 material assignments
    - Blue_Zaxis: left as-is
    - Green_Yaxis: exported the material
    - Red_Xaxis: exported the material, and changed the material instance color to pink
    - StingrayPBS1: exported the material, scaled the UVs in the exported material source, and changed the material instance color to green.
    - With_Texture: selected an existing brick material, changed the material instance color to red.
  - Entity 2 material assignments
    - Default Material: set to an existing brick material
    - Blue_Zaxis: manually assigned built-in material that was converted from fbx
    - Green_Yaxis: manually assigned built-in material that was converted from fbx, and changed the material instance color to orange

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
4 years ago
pappeste 41a1cb58cf SceneProcessing
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
4 years ago
Benjamin Jillich a3712b5564
TSpace setting for MikkT tangent generation (#2386)
* Added TSpace method setting which is only visible for MikkT generation.
* Fixed a bug with generating tangents for blend shapes.
* Renamed tangent space into generation method.
* Some code cleaning

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
4 years ago
Chris Burel 1e10ee61ba
[MeshOptimizer] Return the correct size from the position map when there are blendshapes (#2391)
The previous version returned the incorrect size from the position map when
blendshapes are present in the model. When there are blendshapes, the
vertex welding is disabled, and nothing is inserted into the position map.
However, the position map's size was being used to dictate how many
elements to create in the skinning info. The skinning info tries to
compensate for an incorrect max vertex index by resizing its underlying
vector when adding an influence, but that was using the index as the new
size of the vector, so it was off by one. This fixes both errors.

Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Benjamin Jillich dbe6bb673e
Merge pull request #2277 from aws-lumberyard-dev/burelc/LYN-4490
[MeshOptimizer] Weld nearby vertices when optimizing meshes
4 years ago
Benjamin Jillich 001aa96fae
Merge pull request #2299 from aws-lumberyard-dev/jillich/TangentsGeneration
MikkT tangent generation support
4 years ago
Benjamin Jillich d987c45072 MikkT tangent generation support
* Default setting when no tangents rule: MikkT tangents.
* Calculates tangents/bitangents for all available uv sets.
* Creates tangent/bitangent data in in case they are not existing yet (as in: the source scene contains tangents/bitangents)
* Overwrites the tangent/bitangent data from the source scene in case MikkT is wished.
* Added helper functions to create tangent/bitangent scene nodes, finding tangent/bitangent data for a given uv layer and calculating the number of uv layers provided by the mesh scene node.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
4 years ago
AMZN-stankowi 69b5c04b7f
Cleared m_scriptFilename between scene files. (#2278)
This fixes a bug where a Python script file would be run on a scene file
that didn't have a script file set.
Added a general case version to SceneBuilderWorker.cpp, to make it easy
to mark all scene files as dirty.
Automated tests for this will come in a separate pull request.

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
4 years ago
Chris Burel 2355581d79 Replace Array2D with vector<vector<>>
The thought behind Array2D was that it would be more efficient from a
memory allocation perspective to have one fixed buffer that grows than
it would be to have a vector of vectors. In reality, the runtime of
inserting into the middle of one large buffer, and shifting all the
resulting elements, ends up far outweighing any memory allocation
overhead.

In the mesh optimizer, things are added to the end of each sub-vector
one by one. It isn't known up front how many elements each sub-vector
will have. With vertex welding enabled, it is far more likely that a
given vertex will be influenced by a large number of joints. When using
the Array2D to store the influences, and a vertex with a low index has
more than 4 influences, those influences have to be inserted into close
to the front of the big vector, and all the other elements shifted.
Array2D was doing this with a linear shift, shifting the elements by 1
at a time, and not providing any exponential growth on the amount of
elements reserved by each sub-vector. The result is a linear insertion
time.

By contrast, using vector<vector<Influence>> instead gives us back the
amortized constant insertion time. Since the skin influences are just
added to the end of each sub-vector, no shifting of the elements is
necessary. And since the amount of original vertex indices is known up
front, the number of sub-vectors can still be pre-created, so the
sub-vectors themselves never need to shift.

Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Benjamin Jillich 2b89d9d563 MikkT generator fills given tangent data rather than creating a new scene node
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
4 years ago
Chris Burel 9ea46bad83 Supply the vertex index remapping to the optimized skin weights
This ensures that the optimized skin weights use the vertex indexes from
the optimized mesh

Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Chris Burel 7bcd4baec4 Use a bunch of temporaries in order to make `position` `const`
Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Chris Burel 70a8214c2d Add logging call to show mesh optimizer effect on vertex count
Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Chris Burel 8702f0cd2e Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Chris Burel 38046bd0c9 Don't attempt to weld similar vertices if there's blendshapes
Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Chris Burel cbb4778ef5 Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Chris Burel e4e1946018 Determine the original vertex index based on the position
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.

Signed-off-by: Chris Burel <burelc@amazon.com>
4 years ago
Steve Pham 38261d0800
Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
4 years ago
hultonha 5a0c1fab9f Merge remote-tracking branch 'upstream/development' into hultonha_LY-69118_lambda_crash
Signed-off-by: hultonha <hultonha@amazon.co.uk>
5 years ago
Benjamin Jillich 0863a24490
Revert "[MeshOptimizer] Determine the original vertex index based on the position (#2008)" (#2188)
This reverts commit a077a88d3f due to assets failing on Jenkins.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
5 years ago
hultonha 2c9922d4b5 Merge remote-tracking branch 'upstream/development' into hultonha_LY-69118_lambda_crash 5 years ago
Chris Burel a077a88d3f
[MeshOptimizer] Determine the original vertex index based on the position (#2008)
* Determine the original vertex index based on the position

The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.

Signed-off-by: Chris Burel <burelc@amazon.com>

* Use a filter view instead of reimplementing a filter view

Signed-off-by: Chris Burel <burelc@amazon.com>

* Don't attempt to weld similar vertices if there's blendshapes

Signed-off-by: Chris Burel <burelc@amazon.com>

* Add test for the mesh optimizer's ability to weld nearby vertices

Signed-off-by: Chris Burel <burelc@amazon.com>

* Add logging call to show mesh optimizer effect on vertex count

Signed-off-by: Chris Burel <burelc@amazon.com>

* Use a bunch of temporaries in order to make `position` `const`

Signed-off-by: Chris Burel <burelc@amazon.com>

* Supply the vertex index remapping to the optimized skin weights

This ensures that the optimized skin weights use the vertex indexes from
the optimized mesh

Signed-off-by: Chris Burel <burelc@amazon.com>
5 years ago
rgba16f e32b7a7c87
Mac m1 fixes (#2150)
* Update the Mac Editor plist application bundle identifier to be different than Lumberyard
Fix the editor to have runtime dependencies on the scene modules.

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Fix Metal RHI calling unsupported timestamp query api on M1 Macs.
Add Query for Timestamps supported on device initialization.

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>

* Remove AZ::Scene* runtime dependencies from EmotionFX gem and add AZ::SceneUI as a runtime dependency of SceneProcessing::Editor module.

Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
5 years ago
hultonha f8a80468ab remove structured binding from lambda to workaround msvc bug
Signed-off-by: hultonha <hultonha@amazon.co.uk>
5 years ago
hultonha 9bfb90a513 Merge branch 'stabilization/2106' into hultonha/gitflow_210707_o3de
Signed-off-by: hultonha <hultonha@amazon.co.uk>
5 years ago
Benjamin Jillich 2ab2503337
Revert "[MeshOptimizer] Determine the original vertex index based on the position (#1562)" (#1902)
This reverts commit ef1f95f1d0.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
5 years ago
hultonha 707d153a87 Merge branch 'stabilization/2106' into hultonha/gitflow_210706
Signed-off-by: hultonha <hultonha@amazon.co.uk>
5 years ago
Chris Burel ef1f95f1d0
[MeshOptimizer] Determine the original vertex index based on the position (#1562)
* Determine the original vertex index based on the position

The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.

Signed-off-by: Chris Burel <burelc@amazon.com>

* Use a filter view instead of reimplementing a filter view

Signed-off-by: Chris Burel <burelc@amazon.com>

* Don't attempt to weld similar vertices if there's blendshapes

Signed-off-by: Chris Burel <burelc@amazon.com>

* Add test for the mesh optimizer's ability to weld nearby vertices

Signed-off-by: Chris Burel <burelc@amazon.com>

* Add logging call to show mesh optimizer effect on vertex count

Signed-off-by: Chris Burel <burelc@amazon.com>

* Use a bunch of temporaries in order to make `position` `const`

Signed-off-by: Chris Burel <burelc@amazon.com>
5 years ago
Chris Galvan f47e71da36 Merged conflicts from pulling down latest development
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
5 years ago
Mike Cronin e9dd032a75
Updated gem.json for all top-level Gems. (#1715)
* Updated gem.json for all top-level Gems. All the top level gems now have identical gem.json formats based on the DefautlGem template gem.json. Two additional fields have been added, a type: field and a requirements: field. These fields are for display in Project Mananger. All gem.json files have a default requirements: value of None. Devs are responsible for providing requirements. Gem descriptions and tags have been signed off by developers.

Signed-off-by: Cronin <mikecro@amazon.com>

* Fixed minor formatting issues with RADTelemetry gem.json

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

* Adding newline to QtForPython gem.json

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

* Adding newline to the Twitch gem.json

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

* Adding newline to AWSCore gem.json

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

* Adding newline to the AtomTressFX gem.json

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

* Adding newline to the end of the AudioEngineWwise gem.json

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

* Adding newline to the end of the CertificateManager gem.json

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

* Removing extra whitespace in summary of CrashReporting gem.json

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

* Adding newline to the end of the CustomAssetExample gem.json

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

* Removing extra whitespace in editorPythonBindings gem summary

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

* Adding newline to the end of the ScriptedEntityTweener gem.json

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

* Adding newline to the end of the Gestures gem.json

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

* Removing extra whitetspace in the summary of the GameStateSamples gem

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

* Adding newline to the end of the ExpressionEvaluation gem.json

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

* Updated the ProjectManager PythonBindings.cpp code to reference the
newer fields in the gem.json files

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

* Updating the Gem and Project templates gem.json files to include the
"type" and the "requirements" field.

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

* Updated the default "requirments" field value to be empty string instead
of "None"

This works better with the ProjectManager GemInfoFromPath function.

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

* Correcting "summary" field name

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

* Added the requirements text to the AudioEngineWwise Gem

This gem requires downloading the Wwise 3rdParty library from AudioKinetic's website

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

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