* renaming and organizing files
* removed unused files
* Removing unnecessary file
* moved file
* reverting movement of 3rdparty associations from gems to global
* removing unnecessary calls to ly_add_external_target_path
* fixing install prefix of ci_build
* Fixes to get 3rdparties declared in gems to be installed
* Allowing to install just one configuration
* Adding empty line at the end
* removing commented code
* setting IMPORETD_LOCATION_<CONFIG> and defaulting IMPORTED_LOCATION to the profile config in case other configs are not installed
* putting dlls/exe in the right place, with the right output subdirectory
* setting runtime dependencies for the dlls that we link against
* singular target location
* code review comments/fixes
* Fixing identation
- Reexport cloth assets with AssImp ON. These was necessary because AssImp collects a different name for the color streams than FbxSDK and therefore they needed to be reassigned in the cloth rule.
- Adding '_optimized' string to a global variable and using StringFunc RChop to remove it for a string.
The actual bug was the "if (!m_engine)" early-out in CreateInstanceNode that needed to be removed, but all the rest of this legacy-based merged mesh code was ripe for removal as well.
- Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh.
- Actor caches map from joint indices in skin metadata to skeleton indices so they can be query later.
- Actor cloth skinning reads indices and weights from Model Asset instead from EMFX Mesh.
- Actor cloth skinning with unlimited skinning bones.
- Sort out cloth unit tests by disabling them until there is a way to create an Atom mesh
- Addressing feedback.
1. Add support to use engine python runtime environment. Ideally we should use project executable directory which contains required qt binaries after build. But currently Qt plugins are not put under proper subdirectory which causes huge overhead of loading plugin binaries (see details in this jira https://jira.agscollab.com/browse/LYN-2669 ). The temporary solution is to use AWSCore.Editor target to create a subdirectory for our use case.
2. **Minor Fix** After migrating to engine python environment, see boto3 warning while using debug mode, seems like a existing issue for a long time https://github.com/boto/boto3/issues/454. Register a after call event to close connection
3. **Minor Fix** After migrating to engine python environment, see Qt multithread warning while using debug mode, change direct setter function call to qt signal
We were using the first Atom mesh to check for morph target buffers by getting access to the buffer asset from the buffer asset view. This won't work for models with multiple meshes while the first mesh is not morphed.
* removing unused function and moving ctest_scripts to scripts/ctest
* Re-adding ebp-test
* Fixing typo that is making this test run in parallel with other tests
* Fixing hang when parameters are passed
* passing absolute path as a project
* small tweak to not print out during Python execution
* Moving the timeout to be in the build step
* Disable ebo_sanity_smoke_no_gpu
Co-authored-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* Added clone methods for the buffer, model lod and model assets.
* Cloning works via the creators.
* Mesh handle/instance now knows about the model asset it originated from as well as the cloned model asset that we need for instancing until instancing works without the dependencies to the asset ids.
* MeshComponentRequestBus returns the original asset id and the model asset. If you need access to the clone, go by the model.
* Cloth component mesh now gettings its model asset from the model as it needs to work on the clone.
* Moved the requires cloning function from the mesh loader in the mesh feature processor to the mesh component controller.
* As we need the model asset to be loaded before we can check if it requires cloning or not, we couldn't pass in a bool from the controller but had to use a callback.
* Using asset hint instead of asset id for the model lod asset creator error.
* Storing a map of source buffer asset ids and the actual cloned buffer assets rather than just their ids.
* Using the buffer assets from the new map directly and removed the search process in the mesh loop where the asset views are created.
* Fixed the vegetation mocks.
* Using the actor's mesh asset when emitting the on model ready event for the mesh component notification bus.
* Mesh components notifications connection policy changed to adapt to cloned model asset.
* Handling empty meshes in model lod asset creator.
* Removed the requires cloning callback from the mesh feature processor and made it a parameter to the acquire mesh function
* Fixing mocks and unit tests
ImguiAtomSystemComponent isn't guaranteed to initialize before ImGuiManager, which caused some issues.
Additionally, because we allow the user to configure ImGui's render resolution, I've refactored the window size override into a new OverrideRenderWindowSize API in ImGuiManager to decouple it from the target render resolution.
If Atom isn't initialized and able to produce a ViewportContext, the Editor would crash. This attempts to make the initialization fail a bit more gracefully and fixes the crash in the cases I've tested.