* Create RUN target as helpers for the project-centric workflow
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* typo fix
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* rename target as "<target>.Imported" and create "<target>" as the metatarget that is used for debugging and building in o3de
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Updated print_registration functions to fix "register-show" command
Added unit test to validate the argparse options to the register show
command.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the register.py script to once again register an engine list
Previosly each engine were registered into a dictionary with multiple
keys, but once the engine.json started to self describe the registered
content that came with it, it was reduced to a single 'path' key.
Therefore it has been changed to a list to be consistent with other o3de
object paths
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the SettingsRegistryMergeUtitls Code which parses the attempts to locate the engine path associated associated with the project.json engine key to check the 'engines_path' object within the o3de_manifest.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated print registration unit test to patch the get_project_path
This is to make sure that the existence of the placeholder project path
isn't validated when running the test
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Typo and formatting fixes for the print_registration script
Also corrected indentation in unit_test_print_registration script
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Linear and angular motion of rigid bodies can now be restricted along
specific world-space axes.
Signed-off-by: Ibtehaj Nadeem <81370835+ibtehajn@users.noreply.github.com>
* 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>
Replaced a 'uint32' with AZ::u32 to fix a linux compile error that
likely came about after cleaning up includes. Rewrites a failing unit
test after the code under test was updated from CryPak to AZ::IO.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Some var cleanup so it shows better-organized in cmake-gui. Some vars were also not following the namign convention we are using
Removed some unnecessary messaging
Fixed a TIF bug where it would report the wrong test in a message, fixed a message that was being triggered
Changed TIF to be enabled just by the binary so running the ci_build scripts locally doesnt trigger TIF messaging
Removed `LY_ENABLE_MULTIPLAYER_COMPRESSION`, it was not being used
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* handling case where a parameter can be empty
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* needs to be var name, not contents
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Add an Orthogonal Projection option to the Camera Gem
This adds a check-box to opt into an ortho projection along with a half-width parameter to adjust the size of the visible area. Includes some light tweaks to ensure debug rendering looks OK and that we generate a correct camera state for these non-perspective views.
Known issue: while in "Be this camera" mode in the Editor using an ortho projection manipulators aren't working correctly. This appears to be a downstream issue with CameraState consumers not actually checking the ortho flag.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix some typos
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Account for reversed depth buffer
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Clarify depth reversal for MakeOrthographicMatrixRH
Signed-off-by: nvsickle <nvsickle@amazon.com>
- Add new Linux Trait to determine which display driver client API to use (only xcb supported for now)
- Add support for xcb connections (initial) for Linux/Vulkan
- Fix minor assertion caused by wrong use of sizeof
- Fix casing issue in a couple of material files (Linux is case sensitive)
Synergy (now Barrier) input was lost when we removed the CryLegacy Gem. This resurrects the code, updates it to work with Barrier (which is the open source project based on the original Synergy core), and updates it to be more conformant with the AzFramework Input framework.
Notes:
- The majority of code in BarrierInputClient.cpp is still largely unmodified from the original Cry drop and could use some love to make it more robust, but it works so at least gives us somewhere to start.
- The current iteration replaces the host platform's default mouse/keyboard implementation upon creation of the BarrierInputClient, and if the connection fails or is later lost we don't restore the default implementations which we should for a better use experience. On a related note, for some use cases it would be better to create additional mouse/keyboard input devices (that use the Barrier implementations) in addition to the existing devices (that use the host platform's default implementation), however this would mean that any system assuming only one mouse/keyboard device exists would not work with the additional Barrier input devices. We can iterate on both of the above issues in the future as needed, perhaps providing configurable options to control the behaviour.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Disabled to skip exporting a node in case there are child bones underneath, this broke motion extraction as we skipped the motion extraction node.
* Added several helper methods for getting the local space bind pose transform, finding all bones, getting the first bone for a given node name and a recursive has child bones.
* Unified the cloned get all bone methods.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Since TraceMessageBus will be called from multiple threads and python interpreter is single threaded, all the bus calls are queued into a list and called at the end of the frame in the main thread.
Signed-off-by: moraaar <moraaar@amazon.com>
* add typename for struct initializer
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix for ensuring while the camera is 'active', events are consumed and not propagated
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* refactor how we decide which priority to repsond to events to
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* also -> only
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Add missing RTTI include to fix non-unity build error
* Add missing includes that were automatically added as part of unity builds
Signed-off-by: Steve Pham <spham@amazon.com>
* Applying GENEX_EVAL to 2 cases where the genex can produce another genex
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Missing case when the folder is an external one to the engine/project (e.g. external gems)
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
Engine improvements/fixes
Fixed behavior that made the editor automated test to be sometimes stuck if lost the focus is lost.
Added support for specifying multiple tests to in batch to the editor, this is achieved by passing --runpythontest with the tests separated by ';'
Added new cmdline argument --project-user-path for overriding the user path. This allows to have multiple editors running writing logs and crash logs in different locations.
Moved responsability of exiting after a test finishes/passes out of ExecuteByFilenameAsTest, callers will use the bool return to know if the test passed.
Editor test batch and parallelization implementation:
Now the external python portion of the editor tests will be specified via test specs which will generate the test. Requiring no code. This is almost a data-driven approach.
Tests can be specified as single tests, parallel, batchable or batchable+parallel
Command line arguments for pytest to override the maximum number of editors, disable parallelization or batching.
Automated tests for testing this new editor testing utility
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
Co-authored-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Remove dirty entities correctly when prefab entities get destroyed
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Remove call to clear dirty entity for single entity delete
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Removed couple of asserts because order of operations is not fixed
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* fix reference to temporary
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Non-unity fixes for mac
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
- LyShine assets with "consume all input" could accidentally eat the escape event that exited game mode
- The main window has a shortcut for exiting game mode, but this wasn't being triggered in this context, so we go ahead and catch the Escape key event ASAP in EditorViewportWidget to ensure the game mode exit fires
Signed-off-by: nvsickle <nvsickle@amazon.com>