Commit Graph

622 Commits

Author SHA1 Message Date
lumberyard-employee-dm 8b8a582f02 External Project Build Path Support using SDK Binaries (#690)
* Updated the DynamicModuleHandle code to search within the
SettingsRegistry for the FilePathKey_ProjectBuildPath setting in order
to determine the binary directory for the Project.

This is used to locate shared libraries and executables built by the
project when running and Engine SDK binary from within the Engine SDK

* Added a generation step within the Projects.cmake file to generate a
.setreg file containing the CMake build directory root.
The file is output to the <project-root>/user/Registry/build_path.setreg
file.
This occurs only on non-host platforms when configuring for
non-Monolithic builds, since the Build Directory is used to located the
project binary directory in order to located the project's generated
${CMAKE_BINARY_DIR}/bin/$<CONFIG>/Registry directory containing the
cmake_dependencies.<project-name>.<application-name>.setreg file
containing the list of gem modules to load for a given application

Updated the SettingsRegistryMergeUtils AddRuntimeFilePaths function to
be read in the new "/Amazon/Project/Settings/Build/project_build_path"
and use that to form an absolute path to the project build directory by
appending it to the FilePathKey_ProjectPath key.
That key is set in the 'FilePathKey_ProjectBuildPath' constant
Next updated the SettingsRegistryMergeUtils
MergeSettingsToRegistry_TargetBuildDependencyRegistry function to look
within the project build directory to locate the
cmake_dependencies.*.setreg file to load

Tweaked the Settings Registry merge order of the ComponentApplication,
GameApplication and Settings Registry builder to merge the command line
after merging the global user registry and after merging the project
user registry.
Moved the call to MergeSettingsToRegistry_TargetBuildDependencyRegistry
to occur after the above calls to make sure the properly overriden
projects' user registry was merged in order for the correct project
build path to be stored in the SettingsRegistry

* Added a ProjectConfigurationBinPath key which contains the path to the <build-dir>/bin/$<CONFIG> directory for a project which is used to load gem dlls and the Registry/cmake_dependencies.*.setreg files when using an pre-built Editor/AssetProcessor on an external project

* Fixed variable reference to fileNamePath variable

* Removing the default Project Build Path from the Settings Registry
Runtime Filepaths.

Any paths would have to be set explicitly via .setreg/.setregpatch file
or the --project-build-path parameter

Updated the setting of the project build path and project binary
directory to perform existance checks on the paths before setting the
keys of /Amazon/AzCore/Runtime/FilePaths/ProjectBuildPath and
/Amazon/AzCore/Runtime/FilePaths/ProjectConfigurationBinPath

Added a backup project binary path of
<project-build-path>/bin/$<PLATFORM>/$<CONFIG> which is used if the path
of <project-build-path>/bin/$<CONFIG> has not been found

Fixed compile error in DynamicModuleHandle_Apple.cpp

* UnixLike Platform Build fix for the DynamicModuleHandle code
2021-05-14 13:01:11 -05:00
srikappa-amzn f6767cec2f Merge pull request #751 from aws-lumberyard-dev/Prefab/DeletePrefab
Fixed bug with delete prefab where the prefabs were not being deleted from the correct instances
2021-05-14 09:52:58 -07:00
Mike Balfour 77278a0329 First version of the slice-to-prefab converter
It converts .slice and .ly files to .prefab files, but doesn't handle nested or complicated slices correctly yet.
2021-05-14 11:18:15 -05:00
lumberyard-employee-dm 5cc0cc9ee7 Fixed the loading of uicanvas assets due to the NetBindable class being (#755)
removed from the SerializeContext.
The TransformComponent and ScriptComponent which used to Serialize a
NetBindable instance didn't have their version numbers bumped in order
to skip the old data when loading a binary ObjectStream
2021-05-14 11:03:31 -05:00
bosnichd a9d986c10f Red code legacy MemoryManager, StreamEngine, ResourceManager, ImageHandler, AsyncPakManager, and more (#758)
Remove from CryCommon and CrySystem:
- MemoryManager and all related classes/files
- StreamEngine, ResourceManager, ImageHandler, and AsyncPakManager
- Various other related interfaces/files/classes etc. that are all now unused
2021-05-14 08:53:56 -06:00
srikappa b72836fa8f Fixed a typo 2021-05-13 18:03:49 -07:00
srikappa d8865a8f0d Remove links when deleting prefabs 2021-05-13 17:41:45 -07:00
jackalbe 7d91a4c08e {LYN-3787} Fix for infinite loop in the scene builder's import phase (#747)
* 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
2021-05-13 17:50:02 -05:00
srikappa 16b2dabde2 Removed additional spacing 2021-05-13 14:51:27 -07:00
srikappa 9328c944b2 Remove an unnecessary check in the if statement 2021-05-13 14:49:06 -07:00
srikappa 7d8180a3bb Fixed a typo 2021-05-13 14:46:30 -07:00
srikappa b92a68f5a4 Improved a comment 2021-05-13 14:45:06 -07:00
srikappa cd4be3a708 Found a better way to find common owning instance 2021-05-13 14:37:22 -07:00
srikappa 76e8a0ef47 Fixed bug with delete prefab where the prefabs were not being deleted from the correct instances 2021-05-13 14:11:47 -07:00
Mike Balfour 0ae123eae6 Fix AssetContainer behavior with immediate load errors
The AssetContainer was getting "stuck" in the case that it tried to load a missing asset that was already registered with the AssetManager as missing. This fixes the bug, as well as adding a unit test for the specific condition.
2021-05-13 16:08:47 -05:00
mbalfour 7866178f3e Fix AssetContainer behavior with immediate load errors
The AssetContainer was getting "stuck" in the case that it tried to load a missing asset that was already registered with the AssetManager as missing.  This fixes the bug, as well as adding a unit test for the specific condition.
2021-05-13 14:10:45 -05:00
AMZN-nggieber 7ecd1b1761 Rearchitecture Project Manager Screens Workflow and Create Project Settings Ctrl
* Renamed UX screen files and classes to include screen in the name

* Changed screens to emit a screen change request a controller can connect to

* Made ScreensCtrl that owns and manages screens and their changing and history

* Made Project Settings Control managing back and next buttons

* Add Project Setting Model and moved New Project Settings Ui into Screen file

* Goto previous screen always works

* Removed unnecessary QObject namespace from connect calls

* Merged ProjectSettingsModel into ProjectInfo
2021-05-13 10:47:49 -07:00
michabr 9cde3d60e9 Merge pull request #712 from aws-lumberyard-dev/michabr/lyshine_merge
LyShine/UI Editor fixes for Atom
2021-05-13 10:21:01 -07:00
bosnichd 3d84902b24 Remove CryCommonTools (moving the three remaining files into Editor/Util which is the only place they're used). (#741)
Remove CryCommonTools (moving the three remaining files into Editor/Util which is the only place they're used).
2021-05-13 11:10:44 -06:00
jjjoness 5940f2ebbe Merge pull request #739 from aws-lumberyard-dev/LYN-1099
LYN-1099 DEV TASK - Play Controls
2021-05-13 17:35:17 +01:00
Tom Hulton-Harrop 795aa114e6 Improve selection in the viewport (#720)
* improve selection in the viewport

* remove debug code

* updates following review feedback

- update API comments from /// to //! from
- add [[nodiscard]] attribute to member function
- move constructor implementations to .cpp files

* use lambda instead of ternary operator

* fix unit test failure caused by typo
2021-05-13 16:19:53 +01:00
bosnichd 4aff32e719 More red code (#732)
Remove:
- Code/CryEngine/CryCommon/Platform
- Some unused Code/CryEngine/CryCommon/Mock files
- Code/Tools/CryXML and almost all of Code/Tools/CryCommonTools
- Code/Tools/TestBed/ResourceCompilerImage
- Tools/DeepBandwidthToExcel
- Various .p4ignore files
2021-05-13 08:55:36 -06:00
kberg-amzn 5225fd2c9f Merge pull request #727 from aws-lumberyard-dev/MultiplayerComponents
Some cleanup to better support backward reconciliation as well as dynamic player spawning on connect
2021-05-13 07:46:21 -07:00
amzn-sean 7f79cc8796 RemoveSimulatedBody automatically updates the requested handle to be invalid once removed. (#740) 2021-05-13 15:04:00 +01:00
Hasareej a13c9e8d53 Hasareej lyn 2301 cluster space (#717)
ViewportUi widget anchoring & alignment update.
2021-05-13 14:23:31 +01:00
greerdv 2ef0e70fff Merge pull request #730 from aws-lumberyard-dev/non-uniform-scale-compatibility
update compatibility for non-uniform scale service
2021-05-13 13:42:01 +01:00
amzn-sean d690c3fee4 static rigid body and rigid body component use Handles instead of pointers (#662) 2021-05-13 11:59:22 +01:00
jjjoness 26b8181cc1 Merge branch 'main' into LYN-1099 2021-05-13 09:18:13 +01:00
greerdv ce3842ac84 Merge branch 'main' into non-uniform-scale-compatibility 2021-05-12 22:19:33 +01:00
Mike Balfour 2679826421 Change SerializeContextTools into a ToolsApplication so that it can correctly read in slice data 2021-05-12 16:03:52 -05:00
srikappa-amzn 1895c2d18d Merge pull request #675 from aws-lumberyard-dev/Prefab/CreatePrefab
Get instantiation to work after creation of a prefab is undone
2021-05-12 13:54:26 -07:00
karlberg d0b006c209 Some cleanup to better support backward reconciliation as well as dynamic player spawning on connect 2021-05-12 13:41:18 -07:00
greerdv 059f69e5e6 tidy up NonUniformScaleService compatibility 2021-05-12 21:20:23 +01:00
srikappa 98a579abef Added a comment 2021-05-12 12:17:36 -07:00
bosnichd 7cec2d8b07 Remove more unused things from CryCommon and CrySystem. (#709)
Lots of unrelated removals, I basically tried to remove everything exposed via gEnv that isn't used anymore, and following the threads found a few other things to remove also.
2021-05-12 08:30:15 -06:00
mbalfour ae9b36c135 PR feedback - now allows for multiple specializations on the command-line, and changed the switch name to "specializations" to reflect that. 2021-05-12 08:56:49 -05:00
jjjoness 552ebea135 Added Simulate button 2021-05-12 11:40:36 +01:00
Tom Hulton-Harrop f9fb61cc5d Fix issue with viewport interaction ordering and viewport matrix changed handler (#695)
* fix for ctrl+mouse-wheel to cycle transform modes in the viewport

* ensure correct callback function is invoked

* remove redundant check in CameraInput
2021-05-12 09:40:37 +01:00
jjjoness 0cad668f31 Merge branch 'main' into LYN-1099 2021-05-12 08:58:43 +01:00
jjjoness 2558801a24 Commit before merging main 2021-05-12 08:58:16 +01:00
michabr d9cb61575e Fix up particle emitter to work with Atom (#626)
* Fix up particle emitter component to work with Atom

* PR feedback and disable render target tests until supported
2021-05-11 23:16:36 -07:00
kberg-amzn deae9db5c2 Merge pull request #704 from aws-lumberyard-dev/MultiplayerComponents
Removing unused GridMate touchpoints from AzFramework, and non-inclusive code removal
2021-05-11 17:51:03 -07:00
karlberg 35500981eb More removal fixes 2021-05-11 16:36:44 -07:00
sharmajs-amzn 7f5962d1ba disable AssetJobsFloodTest.ContainerCoreTest_BasicDependencyManagement_Success test (#703) 2021-05-11 15:23:43 -07:00
sconel 4e54df49db Merge pull request #438 from aws-lumberyard-dev/Spawnable/ProductDependency
AddProductDependency to handle inter-product dependencies in PrefabProcessors
2021-05-11 15:19:01 -07:00
karlberg 3169b3477d Adding missing files to azframework_files.cmake and fixing include errors due to network removal 2021-05-11 15:15:35 -07:00
karlberg 318f97a717 build fix for removed gridmate headers 2021-05-11 14:28:10 -07:00
Mike Balfour 12ce70030c Merge pull request #701 from aws-lumberyard-dev/mbalfour/slice-prefab-converter
Move ThumbnailerNullComponent into AzToolsFramework so that it can be used by other tools
2021-05-11 16:26:56 -05:00
mbalfour b5e87d3601 Change SerializeContextTools into a ToolsApplication so that it can correctly read in slice data:
- Uses ToolsApplication instead of ComponentApplication so that built-in Editor components are recognized and read in correctly
- Starts up all the DynamicModules immediately so that the System Components are activated, which registers asset handlers and allows asset references to serialize in correctly
- Adds a -specialization command-line flag to specify which project specialization to use (editor, game, etc)
- Removes the filter to ignore unknown classes since they should all now be "known"
- Adds a few gem autoload flags and a null thumbnail service so that Qt and Python systems can be skipped, as they aren't needed for the data conversions and would bring additional overhead and complications
2021-05-11 16:13:04 -05:00
karlberg 74385a575f Merge remote-tracking branch 'origin' into MultiplayerComponents 2021-05-11 13:43:17 -07:00