* Colliders only rendered in case the given plugin was active, no matter if they were enabled or not in the 3D viewport which was confusing for users. Colliders as well as ragdoll debug draw now renders independently of the plugins.
* Added debug rendering for colliders and ragdoll joint limits to the Atom debug draw class
* Automatically clear selection when closing skeleton outliner
Resolves#5982Resolves#5980
Signed-off-by: Benjamin Jillich jillich@amazon.com
The motion events in the timeview had the wrong colors assigned as they weren't correctly mapped to the given event presets.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Colliders only rendered in case the given plugin was active, no matter if they were enabled or not in the 3D viewport which was confusing for users. Colliders as well as ragdoll debug draw now renders independently of the plugins.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Fixes the problem with using actor render flags in actor component
Signed-off-by: rhhong <rhhong@amazon.com>
* In progress work for actor render flag rework
Signed-off-by: rhhong <rhhong@amazon.com>
* add an utlity function to check bit
Signed-off-by: rhhong <rhhong@amazon.com>
* code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* More CR cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* build fix
Signed-off-by: rhhong <rhhong@amazon.com>
* CR feedback
Signed-off-by: rhhong <rhhong@amazon.com>
This overload has significant impact on overload resolution. Consider these
overloads:
```cpp
void to_string(AZStd::string& dest, AZStd::wstring_view src);
void to_string(string& str, bool value);
```
And then calling code like this:
```
WCHAR src[260];
AZStd::string dst;
AZStd::to_string(dst, src); // Which overload does this call?
```
If the .cpp has not included `MCore/Source/StringConversions.h`, the call
to `to_string()` will convert the `WCHAR[260]` type to a
`AZStd::wstring_view`, and call the first overload. But if
`StringConversions.h` _has_ been included, the implicit conversion of
`WCHAR[260]` to `bool` has a higher precedence, and it will be chosen
instead.
This overload was causing some uses of `to_string` in
`AnimGraph/GameController.cpp` to resolve to the wrong overload in unity
builds.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Make atom render viewport the default for animation editor.
Signed-off-by: rhhong <rhhong@amazon.com>
* Fixed the automated test problem caused by making atom vp the default
Signed-off-by: rhhong <rhhong@amazon.com>
* Fix another test failure
Signed-off-by: rhhong <rhhong@amazon.com>
* fix failed test
Signed-off-by: rhhong <rhhong@amazon.com>
* more fix to the automation test
Signed-off-by: rhhong <rhhong@amazon.com>
* we don't need to manuelly call init on the ragdoll plugin anymore
Signed-off-by: rhhong <rhhong@amazon.com>
Recent files were only shown from sub-folders of the project and assets from gems (inside project and external) were not visible.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Updated all array_view uses with the C++20 span.
The updates were done in the following order
1. `AZStd::array_view<([^>].+)\* ?>` -> `AZStd::span<\1 const>`
2. `AZStd::array_view<(?:const )(.+)>` -> `AZStd::span<const \1>`
3. `AZStd::array_view` -> `AZStd::span`
Removed the implementation of array_view.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added missing whitespace between `const` and the typename for spans.
Updated the ShaderTest comparison of the ShaderResourceGroupLayout span
to compare the sizes as well
Updated comments on some of the methods that stated that they return "an
array" to mention they return "a span".
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Only use a deterministic random when network option is enabled.
Signed-off-by: rhhong <rhhong@amazon.com>
* use actor instance id as the seed of the lcg random in anim graph instance
Signed-off-by: rhhong <rhhong@amazon.com>
* add const
Signed-off-by: rhhong <rhhong@amazon.com>
* small bugfix
Signed-off-by: rhhong <rhhong@amazon.com>
* ActorInstanceId default to -1 when no %lastresult matches
Signed-off-by: rhhong <rhhong@amazon.com>
* CR feedback - wrap function to get the first available editor actor instance.
Signed-off-by: rhhong <rhhong@amazon.com>
* Remove mcore inline
Signed-off-by: rhhong <rhhong@amazon.com>
* Fixed the bug that delete an instance from actor manager crashes the editor.
Signed-off-by: rhhong <rhhong@amazon.com>
* Move the manipulator controller.
Signed-off-by: rhhong <rhhong@amazon.com>
* Add manipulator icon
Signed-off-by: rhhong <rhhong@amazon.com>
* Add manipulators
Signed-off-by: rhhong <rhhong@amazon.com>
* move more option to renderOption, and loading all going through the plugin
Signed-off-by: rhhong <rhhong@amazon.com>
* code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* more code cleanup
Signed-off-by: rhhong <rhhong@amazon.com>
* CR FEEDBACK
Signed-off-by: rhhong <rhhong@amazon.com>
* Fix profile_nounity build
Signed-off-by: rhhong <rhhong@amazon.com>
* CR feedback - move more code to azToolsframework and share them between animation editor and editorlib
Signed-off-by: rhhong <rhhong@amazon.com>
* Using the MouseViewportRequests in viewportMessage and remove the custom bus
Signed-off-by: rhhong <rhhong@amazon.com>
* Adding partial implementation of C++20 concepts and range functions for AZStd::span
The new concepts to discovered existing issues with the PathIterator and deque::iterator classes
PathIterator wasn't properly an input_iterator and therefore the Path classes weren't a range due to an incorrect const_iterator alias
The deque::iterator classes was missing the operator+ friend function that accepted a (ptrdiff_t, deque::iterator) to fulfill the random_access_iterator concepts
The AZStd implementations of (uninitialized_)copy(_n), (uninitialized_)move(_n) and (uninitialized_)file(_n) have been optimized to use memcpy and memset based on fulfilling the contiguous_iterator concept
Fixed invalid AZStd::vector inserts in FrameGraphExecuter.cpp and SliceditorEntityOwnershipService.cpp
The code was trying to copy the underlying addresses for vector<unique_ptr> to a vector<raw pointer> using insert, which it was doing by using memcpy.
relates to #6749
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed the `fixed_vector` emplace function to not move initialized
elements using uninitialized_move.
This was causing initialized elements of the fixed_vector to be
overwritten with the element at the emplace position.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed clang warnings about variables that are set, but never read
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the `az_has_builtin_is_constant_evaluated` define to not have
"()" as is not a macro.
This helps prevent users from using `az_has_builtin_is_constant_evaluated`
define in a situation where they want to know if the function is being
evaluated in a compile time context.
In that case they need to use the `az_builtin_is_constant_evaluated()`
macro (which of course looks quite similiar) but does not have the word
"has" in it..
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZStd span class to be C++20 compliant.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed phrase "DoesNotCompiles" to be more grammatically correct.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added more unit test for AZStd span
Fixed an the the return type of the subspan template overload to account
for the source span having a dynamic extent.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed unused variable from span unit test.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Templates/Restricted upgrade/fixes:
Fixed template storage format: templates now only store true relative paths and no longer save "origin" paths and "optional" has been removed, it was never used.
Upgraded all templates to new standard
Template system now correctly handles child objects: Child objects no longer have to specify restricted they inherit from parent
Restricted now operates at the object level and makes no assumptions about parent
Restricted templates can now be combined and seperated on creation
ly_get_list_relative_filename has been deprecated for o3de_pal_dir
All Gems/Projects/Templates updated to use new code
Signed-off-by: byrcolin <byrcolin@amazon.com>
* AZStd::basic_string improvements
The AZStd::basic_string class has a better implementation of the Short
String Optimization, which increases the amount of characters that can
be stored in a `basic_string<char>` from 15 characters to 22
characters(not-including null-terminating characters). For a
`basic_string<wchar_t>` on Windows the amount of characters that can be
stored increases from 7 to 10. Using `basic_string<wchar_t>` on Unix
platforms SSO character amount from 3 to 4 characters.
An additional benefit is that the size of the AZStd::basic_string class
has been reduced from 40 bytes to 32 bytes when using the
AZStd::allocator.
When using a stateless allocator with no non static data members such as
AZStd::stateless_allocator, the size of the AZStd::basic_string is 24
bytes.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Corrected comments and updated type alias to usings for AZStd::basic_string
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added Benchmarks for the basic_string and basic_fixed_string class
The benchmarks currently measure the speed of the `assign` overloads.
A benchmark has also been added to compare the speed swapping two
`basic_string` instances by 3 memcpy vs 3 pointer swap operations
Speed up string operation when in the iterator overload cases of the
`assign`, `append`, `insert` and `replace` function.
The code was always performing the logic to copy over a string that is
overlapping, without actually checking if the string was overlapping in
the first place.
Added an `az_builtin_is_constant_evaluated` macro that allows use of the
C++20 `std::is_constant_evaluated` feature to determine if an operation
is being performed at compile time vs run time.
That macro is being used to speed up the char_trait operations at run
time, by using the faster standard library functions.
For example char_traits::move now uses "memmove" at runtime, instead of
a for loop.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Simplified string logic in AWSMetricsServiceApiTest.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>