* {lyn8865} Adding DataTypes::ScriptProcessorFallbackLogic
- Give the user an option how to handle fallback logic for script rules
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* the new code found an error in a Python script... it seems to work!
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* fixing up the regression test
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* dump version number
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Adding first pass of logic plus test file
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Applying scene graph transform to entity transform
Excluding other mesh names in the mesh groups
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* test: parent top stack
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* cleaned up the code and parent tops FBX file
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* adding tests for the proc prefab constructor logic
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Linux/Clang fixes
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* assigning matrix data to pass the tests in Linux (and others...)
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Addressed some concerns based on PR feedback
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* encapsulating the logic into readable sections
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* added comment to watch folder to asset path info
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Adding on-disk prefabs for automated tests
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Resolving import conflict with cherrypick
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Updating DynVeg tests to use open_base_level function
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Converting initial set of DynVeg tests to utilize prefab system
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Finalizing DynVeg test conversion to use prefab system
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Removing old test runners
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Removing optimized suffix from optimized test runners
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Removing unoptimized test runner
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Removing optimized suffix from optimized test runner
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* Adding wait_for_condition on level save for E2E tests
Signed-off-by: jckand-amzn <82226555+jckand-amzn@users.noreply.github.com>
* {lyn2265} adding a Python API for MotionGroup rules
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* updating the license headers
added more proper example code for motion group
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* updating the actor group to use the common rules module
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* {lyn2264} Adding Python API for Actor Group
* updating the IBoneData with behavior attributes
* adding actor_group.py for making actor group JSON data
* adding physics_data.py for making physics JSON data
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* fixing dictionary issues
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* updated comment style to numpydoc
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* updated to numpydoc style
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* example of actor group rules
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* Updated based on feedback
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
ATOM-16575 clean up image builder presets files
Removed unused image builder presets
Deprecating preset UUID and use preset name as unique id
Delete all .exportsettings file which were only used for legacy imageProcessing gem.
Signed-off-by: Qing Tao <qingtao@amazon.com>
from 'project root' to 'project root/Assets/Physics'
The functionality of creating / using the default physmaterial file has only change in related to the file location, other functionality is unchanged.
The following situations can occur:
This will not affect have any project that uses a custom physmaterial file.
This will not affect have any project that uses the default from the old location, as the configuration will still point there.
New projects created will get the default physmaterial file at the new location.
A Project that fails to load (or deletes) the selected physmaterial file, will get the default physmaterial file at the new location (this happens only on startup of the editor).
Issue: #2765
Signed-off-by: amzn-sean 75276488+amzn-sean@users.noreply.github.com
* 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