Added start menu shortcuts for the Editor and Material Editor
Renamed original "O3DE" start menu shortcut to "O3DE Project Manager"
Updated start menu folder name to include the "[Developer Preview]" tag
* 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
* When loading a template to memory, store the current Source (potentially overriding what was stored to disk)
* Before storing the prefab disk, remove the Source parameter from the Dom (as it's no longer necessary to save it).
The only place this code was referenced was in using textured tooltips, if the texture used for that tooltip was a .hdr file. However, the few .hdr files in all of o3de are Atom material / lighting related - definitely not used for tooltips.
It's likely bitmap tooltips in general are not used at all anymore, so more code could probably be ripped out, but this solves the immediate problem without making too many changes.
This code iterates over the items in a vector, and if one case is met,
it mutates that same vector. This invalidates the object, as the place
where that object used to be has been moved.
Setting hard max values to float max. Also allowing EV100 values hard minimum to be lowest float. Soft min and max will remain the same for a consistent ux, but we will no longer keep people from manually entering really high or low values that are technically fine.
* First version of prefab support for dynamic vegetation
* Addressed PR feedback
- Made MockSpawnableEntitiesInterface a proper GMock in AzFramework
- Added Get/SetSpawnableAssetId
- Added lots of comments to better explain things that were asked about in the PR
* Exposed AzFrameworkTestShared on all platforms, not just host platforms
* Fixed organization of the AssetProcessor SourceAssetBrowser
Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations
* Added ly_enable_gems call to Atom gems targets that are required
The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.
* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.
This is needed as the DefaultLevel.prefab contains an Editor Camera
Component
* Adding the ly_enable_gem call to make the Maestro gem required
CrySystem currently requires Maestro to be enabled in order to
initialize
* Added ly_enable_gems call to the SceneProcessing gem to make it required
The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.
* Fixed bad argument in comment for Prefab CMakeLists.txt
* Fixed Assert in Asset Builders due to the Atom RPI Builder
The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time
The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset
Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum
* Added TypeId output to the JsonDeserializer report message about missing
ClassData
Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type
* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.
Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target
* Adding newline to the end of the Camera Gem CMakeLists.txt
* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE
* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory
* Adding the Atom_Bootstrap gem as a required gem
The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module
* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array
* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into
* Adding newline to the end of Atom_Bootstrap CMakeLists.txt
* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block
* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
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).