* Enable relocation of the Project Game Release Layout
Relocating the Project Game Release Layout to another directory on the file system failed due to the querying of the engine root failing due to the ComponentApplication::m_engineRoot not using the project path stored in the SettingsRegisry if the engine root cannot be detected
Removed the ApplicationRequestBus GetEngineRoot function.
The ComponentApplicationRequestBus has a function of the same name that returns the same path.
Removed the deprecated GetAppRoot function.
The path it returns has no defined value. It was not the engine root or the project root.
Removed unused CFileUtil and CFileUtil_impl functions that were invoking the ApplicationREquestBus GetEngineRoot function.
On the way to update the functions it was discovered that they aren't called
Added a CalculateBranchToken overload that can populate a fixed_string to avoid heap allocations
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Protect against an empty list of artifacts to remove when generating the
engine.pak
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Safety commit before merging
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Moved from Physics to Terrain
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes from PR + AR fix
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixed another AR bug
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fixed another AR compilation bug
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* More PR changes
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Added virtual destructor
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Added TestSuite_main_Optimized.py
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Changes from PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Further fixes for PR
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Fix to editor_test.py
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing prefab level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing slice level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Testing prefab level
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* Disabled orefab loading for the time being.
Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
* add new default orbit point behavior
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add default orbit distance to settings registry
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add new default orbit point behavior
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add default orbit distance to settings registry
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* expose default orbit distance to editor settings menu and update how we display default camera position
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* add improve orbit changes for focus
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
Signed-off-by: Michael Pollind mpollind@gmail.com
Co-authored-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
Signed-off-by: Michael Pollind <mpollind@gmail.com>
* Add RefreshAllContainerEntities function to ContainerEntityInterface. It refreshes all registered containers so that listeners can refresh their state.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Move Prefab border painting to foreground, and invert foreground painting order. This ensures the Prefab capsules are drawn according to UX.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fixed the return value of the ConvertToAbsolutePath function
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)
* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed the platform name from the bootstrap.game.*.setreg
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Update how the project related file paths are determined when not
supplied.
The project-path determination now goes back to only detecting a "project.json" file.
It no longer attempts to detect a "Cache" directory
The project-cache-path determination now in addition to checking the
project_cache_path key searches for a "Cache" directory.
The project-path defaults to executable folder if it cannot be detected.
The copying of generated executable folder Registry directory contents
to the product cache is now removed after the archive step.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the invocation of the AssetProcessor in Jenkins to supply an
absolute path to the project.
The project-path is no longer treated as relative to the engine root,
but instead relative to the current working directory at application
startup.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added constant for the storing the name of Cache directory
Fixed typos and grammatical errors in the SettingsRegistryMergeUtils.cpp
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated UnitTest prepend the EngineRoot path to "AutomatedTesting" when
setting the project path.
This is needed now that the project-path isn't treated relative to the
EngineRoot if it is not absolute.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix AssetSeedManagerTest and PlatformAddressedAssetCatalogManagerTest
Instead of trying to used the AutomatedTesting directory as the project root, the temp directory created during the test is used as the project root.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the setting of the project cache root folder and project
asset platform root folder into the `if (!projectCachePath.empty())`
block
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing the scan up logic for the "Cache" directory.
This is no longer needed to locate the project cache path in a Project Game Release Layout.
Because the project path defaults to the executable directory if, it is not found, the Cache directory will be set to the "Cache" directory within the executable directory.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed some files missed when groundplane_521 was renamed to 512 (#4958)
* Fixed references to 521x521 to reference the correct 512x512 FBX file
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed asset hints
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Moved the Asset Catalog loading from LmbrCentral to the AzFramework::Application (#4568)
* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application
Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard
The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME
The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed CrySystem dependencies from the BundlingSystemComponent
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application
Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard
The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME
The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed CrySystem dependencies from the BundlingSystemComponent
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Addded missing template parameter to AssetCatalogRequests
The fixes the compile error.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding AssetBus::MultiHandler::BusDisconnect call
The BlastSystemComponent was connecting to the Bus, but not
disconnecting from it, causing an assert to fire to it being a
multi-thread bus
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added support for DataDrive lifecycle events to the ComponentApplication
The events are using the SettingsRegistry NotifyEvent to track when
certain keys are modified to signal handlers.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Corrected invalid JSON creation in ModuleManager::DeactivateEntities
Resolved clang warning about used type alias
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix for dangling reference in lambda registered to the SettingsRegistry
Notifier event
This was causing the EditorPythonBinding tests to crash due to the
following circumstances.
First Python has created an instance of a SettingsRegistryProxy
Second the SettingsRegistry sends an event during the time when the
SettingsRegistryProxy exists.
This issue was exposed due to the ComponentApplication Lifecycle events
using the SettingsRegistry to dispatch during various times of the
application workflow.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)
* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed the platform name from the bootstrap.game.*.setreg
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixes for release builds with DCO fix (#5164)
* This set of changes is work toward allowing release builds to work with asset bundler generated bundles and legacy, non-prefab levels. This requires some other in-flight changes before this work is complete.
Updated engine seed list + fixed automated test
ComponentApplicationLifecycle has the ability to automatically register events if asked to register a handler and the event doesn't exist. This is only intended for cases where you need to register a handler early in startup before the settings registry file is loaded.
Added two new lifecycle events: One after the system entity has been activated, and one after the system interface has been created.
If you load an archive before the system entity has been activated, archive.cpp caches information about those archives until that time, so it can finish registration. This is because the serialization system and BundlingSystemComponent both need to be available to do this registration, but the bundles have to be loaded before those are initialized so that the settings registry file can be loaded.
Fixed an error were mounted pak files were searching for levels.pak and not level.pak, and not finding them. I'm pretty sure this logic doesn't do anything functional either way, but I've been testing legacy levels with this change and they work now.
Moved wildcard pak loading to where engine.pak is loaded. This is because the settings registry file that defines the IO stack to spin up must be available early in application startup, and this file must be within a mounted pak file. If you're using asset bundler generated bundles, they need to be loaded at this time so that file can be loaded.
Atom's BootstrapSystemComponent.cpp no longer initializes on AssetCatalogLoaded, and instead initializes on the ApplicationLifecycle event SystemInterfaceCreated. This is because the base assetcatalog.xml file is really just a development time concept, this file should not be used in packaged release builds, because those builds will make use of delta catalogs in each bundle loaded. The asset catalog contains the list of all assets that were in the cache at development time, and this contains content that developers don't want to ship, and they may want to specifically hide from their customers, so data miners don't find secrets about upcoming game content.
Recovering from a branch that had incorrect DCO
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed an incorrect ebus disconnect and removed an include that's no longer needed
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed a copy and paste typo from trying to recover the previous pull request
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated product IDs for the settings registry builder to no longer collide with the JSON builder. Now they are based on a hash of the configuration.
Updated the engine default seed list to include the new asset ID info for the renamed bootstrap file
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated the path to the application lifecycle events, because runtime settings aren't included in the merged bootstrap file.
Addressed some feedback on printing out a string view on an error
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Removed a test that uses old assets that aren't relevant. We may not need this test anymore, but if we do we've backlogged a task to create a new test to cover this behavior without using old assets.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renamed SystemInterfaceCreated event to LegacySystemInterfaceCreated
Removed SystemEntityActivated event. Now that I have the rest of the fixes in this pull request, this new event wasn't needed, the already existing SystemComponentsActivated event does what I need.
Changed list to vector
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* add optimize off code temporarily
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
* ensure the imgui menu displays when the viewport border is active
Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
The EditorEntitySortComponent was relying on serialization callbacks not exposed to the JSON serializer to marshal data between its serialized state and its runtime state, which led to the outliner sort order becoming disrupted every time a prefab propagation occurs (and the component is subsequently serialized and deserialized). This change:
- Forces `PrepareSave` and `PostLoad` for `EditorEntitySortComponent` to be called at update (direct descendant added or removed) and activation time respectively while prefabs are enabled. While this could be optimized, and this logic stands to be refactored once slices are fully removed, I was unable to gather any samples in which `PrepareSave` are called in a sampling profiler in a scene with 1000 top-level entities, so I don't anticipate this introducing a meaningful performance regression in the short term.
- Disables updates in `EditorEntitySortComponent` during prefab propagation, as any detected changes do not signal authored intent at this time
- Made `GetEntityChildOrder` in `EditorEntityHelpers` work with prefabs enabled, which restores the existing "Sort: A -> Z" and "Sort: Z -> A" behaviors (which have some preexisting issues this does not fix)
- Adds a Python regression test to the Editor suite to validate this behavior - the test is currently in TestSuite_Main and not TestSuite_Main_Optimized because it requires an Editor launch with prefabs enabled, this can be fixed once AutomatedTesting is further migrated away from slices
@AMZN-daimini has a larger change that improves the JSON serialization format (https://github.com/o3de/o3de/pull/1292) which we should absolutely bring in in the future to improve the legibility of the Prefab format, but this change fixes the functionality (including saving & reloading a level and keeping a consistent order) without altering the Prefab format - this lower impact radius fix is my preference for our stabilization period.
Signed-off-by: nvsickle <nvsickle@amazon.com>
The cursor constraint window is only set by the Editor. In the game
launcher, this function was returning a null window, which makes
`GetSystemCursorPositionNormalized()` unable to determine the cursor
position. This in turn causes mouse input in ImGui to not work.
Fixes#4722, LYN-7491
Signed-off-by: Chris Burel <burelc@amazon.com>
* bugfix: cycle mouse to the other side of the screen when using scrollbox
Signed-off-by: Michael Pollind <mpollind@gmail.com>
* chore: added comments to SpinBox
Signed-off-by: Michael Pollind <mpollind@gmail.com>
- system allocator not configured in environment for AZQtComponents
- WA_DeleteOnClose will destroy the toast dialog causing a crashing when ToastNotificationsView tries to access the pointer
issue: https://github.com/o3de/o3de/issues/5129
Signed-off-by: Michael Pollind <mpollind@gmail.com>
* Enable closing prefab by double-clicking it when it's in focus.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Enable double clicking on level prefab to close focus mode and return to editing the level.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Introduce API function to go up one level in the Prefab Focus Mode hierarchy.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Enable keyboard shortcuts to more easily navigate the prefab hierarchy.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Tie the "Open/Edit Prefab" action to the = key on top of +. This allows users with compact US keyboards to use either key, preventing them from having to press Shift and =.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Replace the behavior of the "Up one level" button in the breadcrumbs with the new function that serves the same purpose. Also show the - shortcut in the tooltip.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix FocusOnParentOfFocusedPrefab to require the entity context id (to conform with the other functions in the API that don't pass entityIds). Expand its usage to other functions that did the same operation manually.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Include fix for non-unity builds
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Allow input devices to be constructed with a custom implementation.
This augments the existing functionality that allows for an input device implementation to be swapped out at runtime,
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Updates based on review feedback, and fix for clang builds.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Update based on review feedback, and change the InputDeviceImplementationRequest bus to use the same ImplementationFactory type alias.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Disable drag&drop of entities on closed containers.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Do not show the Create Entity context menu when right clicking a closed prefab container.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Disable entity creation on closed containers, both via the Create Entity flow and drag/drop of assets.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Minor changes to modernize old code.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Disable drag&drop of entities on closed containers.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Do not show the Create Entity context menu when right clicking a closed prefab container.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Disable entity creation on closed containers, both via the Create Entity flow and drag/drop of assets.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Minor changes to modernize old code.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Enable Atom CullingScene to use TaskGraph
Enable Atom PNG save to use TaskGraph for red/blue color channel swap on save out.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Fix bug in LocalFileIO::ConvertToAliasBuffer when a resolved alias ends in a path separator, in which case we do not want to consume it when replacing it with the alias.
eg. If the @products@ alias resolves to "C:\" and we call ConvertToAliasBuffer with "C:\some_folder\some_file.txt", the current behaviour results in "@products@some_folder\some_file.txt", but it needs to be "@products@\some_folder\some_file.txt"
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Update based on review feedback.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Add benchmarks for SpawnAllEntities call in SpawnableEntitiesManager
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Minor changes to SpawnAllEntities benchmarks setup
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Used aznumeric_cast and improved a function name
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* Fixed an invalid converstion from uint64_t to unsigned int
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
* This set of changes is work toward allowing release builds to work with asset bundler generated bundles and legacy, non-prefab levels. This requires some other in-flight changes before this work is complete.
Updated engine seed list + fixed automated test
ComponentApplicationLifecycle has the ability to automatically register events if asked to register a handler and the event doesn't exist. This is only intended for cases where you need to register a handler early in startup before the settings registry file is loaded.
Added two new lifecycle events: One after the system entity has been activated, and one after the system interface has been created.
If you load an archive before the system entity has been activated, archive.cpp caches information about those archives until that time, so it can finish registration. This is because the serialization system and BundlingSystemComponent both need to be available to do this registration, but the bundles have to be loaded before those are initialized so that the settings registry file can be loaded.
Fixed an error were mounted pak files were searching for levels.pak and not level.pak, and not finding them. I'm pretty sure this logic doesn't do anything functional either way, but I've been testing legacy levels with this change and they work now.
Moved wildcard pak loading to where engine.pak is loaded. This is because the settings registry file that defines the IO stack to spin up must be available early in application startup, and this file must be within a mounted pak file. If you're using asset bundler generated bundles, they need to be loaded at this time so that file can be loaded.
Atom's BootstrapSystemComponent.cpp no longer initializes on AssetCatalogLoaded, and instead initializes on the ApplicationLifecycle event SystemInterfaceCreated. This is because the base assetcatalog.xml file is really just a development time concept, this file should not be used in packaged release builds, because those builds will make use of delta catalogs in each bundle loaded. The asset catalog contains the list of all assets that were in the cache at development time, and this contains content that developers don't want to ship, and they may want to specifically hide from their customers, so data miners don't find secrets about upcoming game content.
Recovering from a branch that had incorrect DCO
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed an incorrect ebus disconnect and removed an include that's no longer needed
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed a copy and paste typo from trying to recover the previous pull request
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated product IDs for the settings registry builder to no longer collide with the JSON builder. Now they are based on a hash of the configuration.
Updated the engine default seed list to include the new asset ID info for the renamed bootstrap file
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated the path to the application lifecycle events, because runtime settings aren't included in the merged bootstrap file.
Addressed some feedback on printing out a string view on an error
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Removed a test that uses old assets that aren't relevant. We may not need this test anymore, but if we do we've backlogged a task to create a new test to cover this behavior without using old assets.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renamed SystemInterfaceCreated event to LegacySystemInterfaceCreated
Removed SystemEntityActivated event. Now that I have the rest of the fixes in this pull request, this new event wasn't needed, the already existing SystemComponentsActivated event does what I need.
Changed list to vector
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
Merged overlapping profiler EBuses/Interfaces into AzCore
Fixed ambiguous LogLevel type in some unity file scenarios
Added cvar/console access for profiler capture
Added utilities for reflecting AZ::Interfaces through the BehaviorContext
Included profiler system sample python script
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
- system allocator not configured in environment for AZQtComponents
- WA_DeleteOnClose will destroy the toast dialog causing a crashing when ToastNotificationsView tries to access the pointer
issue: https://github.com/o3de/o3de/issues/5129
Signed-off-by: Michael Pollind <mpollind@gmail.com>
* remove HandleFocusChange from FocusIn/Out events in QtEventToAzInputManager
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* ensure we clear input channels when application state changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* wip changes for focus switching tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates to test to verify focus change not affecting input
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test to ensure input is not cleared when focus changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* ensure key press goes to correct widget
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test to verify input is cleared when application state changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* clear input for all types of application state change
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update input key for focus test
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* use the Settings Registry to tell the InputSystemComponent to disable various devices
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update how we simulate the application state change event
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* revert Settings Registry changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
This adds support for the `ap_tether_lifetime` cvar in Linux. It extends
the solution implemented in #2799 to add the same support on Linux.
Signed-off-by: Chris Burel <burelc@amazon.com>
This also fixes several issues discovered through the unit tests and renames a few functions to be clearer.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
• Changed thumbnail property control to track asset key even if image is overridden so that it will be restored if the image is cleared.
• Changed property asset control to disable the thumbnail image by default whenever the attribute is applied. It will only enable the thumbnail image if the pixmap is valid.
• Changed the material component controller to always use an empty material assignment map on deactivation so that no persistent materials are reapplied.
• Changed the material component controller to immediately send a notification that materials have updated if no materials were queued for load but the configuration contained pre created or persistent material instances. This mainly affects the material editor because it manages its own material instances.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed the platform name from the bootstrap.game.*.setreg
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Entity aliases can now be updated as a reaction to the spawnable being loaded or at any other time afterwards through the Spawnable Entities Interface. Currently these changes are applied to the spawnable that owns the entity aliases, but once the Spawnable Entities Interface makes use of AzFramework::Scene a copy of the entity aliases should be stored in the scene and be updated instead of the spawnable.
This change also adds support for a load barrier, which acts the same as a regular barrier but also accounts for the spawnable being loaded and won't trigger the callback until has completed.
The return values in from the processing functions in the Spawnable Entities Manager now have a clearer return value to indicate whether a request has completed or is being re-queued.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
Entity aliases can be used to have a request to spawn an entity:
- spawn the original entity as normal
- be disabled
- redirected to another entity in another spawnable
- also spawn an entity from another spawnable
- add the components from an entity in another spawnable
An entity alias can indicate whether or not to load the spawnable dependency. If the spawnable dependency is loaded it will be loaded asynchronously because starting blocking loads in an asset handler can lead to deadlocks once there are no more jobs available to deserialize assets.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
The following has been changed:
- AssetDataStream can now return the stored streaming deadline and priority.
- RootSpawnable now has an event that's called just before root spawnable spawns entities. This is an immediate event unlike the other events that are queued.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
* Add Generic DOM visitor interface
Just the visitor interface from the [Generic DOM RFC](https://github.com/o3de/sig-content/blob/main/rfcs/rfc-10-generic-dom.md) with a few hardening changes so that we can align on it early:
- Clarified Lifetimes with an enum, extended it to cover the by-ref opaque values as well
- Added an explicit error type so that serializers can provide logging friendly rejections
- Did a first pass on documentation
- Added Visitor capabilities introspection and support for raw strings
* bugfix: improve viewport overlay
- disable animation for window
- fix problem where vieport is offset from main window
Signed-off-by: Michael Pollind <mpollind@gmail.com>
* update geometry of m_uiOverlay
Signed-off-by: Michael Pollind <mpollind@gmail.com>
* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application
Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard
The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME
The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed CrySystem dependencies from the BundlingSystemComponent
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application
Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard
The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME
The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed CrySystem dependencies from the BundlingSystemComponent
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Addded missing template parameter to AssetCatalogRequests
The fixes the compile error.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding AssetBus::MultiHandler::BusDisconnect call
The BlastSystemComponent was connecting to the Bus, but not
disconnecting from it, causing an assert to fire to it being a
multi-thread bus
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added support for DataDrive lifecycle events to the ComponentApplication
The events are using the SettingsRegistry NotifyEvent to track when
certain keys are modified to signal handlers.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Corrected invalid JSON creation in ModuleManager::DeactivateEntities
Resolved clang warning about used type alias
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix for dangling reference in lambda registered to the SettingsRegistry
Notifier event
This was causing the EditorPythonBinding tests to crash due to the
following circumstances.
First Python has created an instance of a SettingsRegistryProxy
Second the SettingsRegistry sends an event during the time when the
SettingsRegistryProxy exists.
This issue was exposed due to the ComponentApplication Lifecycle events
using the SettingsRegistry to dispatch during various times of the
application workflow.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added Hydra API to extract all the classes, globals and EBuses exposed
to lua:
azlmbr.script.LuaSymbolsReporterBus:
GetListOfClasses
GetListOfGlobalProperties
GetListOfGlobalFunctions
GetListOfEBuses
Also exposed to Hydra the classes that can be used to dump
the symbols
azlmbr.script.LuaPropertySymbol
azlmbr.script.LuaMethodSymbol
azlmbr.script.LuaClassSymbol
azlmbr.script.LuaEBusSender
azlmbr.script.LuaEBusSymbol
The python file Assets/Editor/Scripts/lua_symbols.py
can be used with "pyRunFile <script_name> [output.txt]"
to create Game/output.txt will all the symbols
OR
passing up to three additional arguments "c" or "g" or "e" to dump only
classes, globals or ebuses or a combination of those. Example:
To create an output file with only classes and Ebuses:
"pyRunFile <script_name> [output.txt] c e"
Signed-off-by: garrieta <garrieta@amazon.com>
* Add new image for splashscreen. Layout changes incoming.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Adapt layouts to new splashscreen style with transparent background.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Ensure cropping logic works correctly when screen scaling is used.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Remove old image. Replace new image with new version with more readable credits.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Change Prefab Focus breadcrumb widget to display template filename instead of instance container entity name. Also display dirty state for the template (*) and refresh it in real time.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Streamline path creation code; fix stem retrieval to ensure extension is cut correctly; delay refresh one frame when path is clicked to correctly refresh it.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Remove test code.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Simplify code to use Native directly.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Minor variable renaming and comment adjustments to make them clearer.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Addressed feedback from PR 4874.
* Removed second copy of HeightfieldProviderBus.h from cmake file
* Changed CookedMeshShapeConfiguration and HeightfieldShapeConfiguration to have less messy implementations, instead opting for the slightly less messy const_cast inside of Utils.cpp and DebugDraw.cpp.
* Changed InitHeightfieldShapeConfiguraiton to CreateHeightfieldShapeConfiguration with a better API signature.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed indentation
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Terrain API fixups
Moved SurfaceData definitions in AzFramework out of terrain into separate files.
Added some missing API calls: Get*FromVector2, GetSurfacePoint*
Changed OrderedSurfaceTagWeightSet to SurfaceTagWeightList
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* PR feedback - remove IsClose check.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed PhysX test compile failures by redcoding a bunch of "dummy terrain" implementation that's unused.
It was originally added for the PhysX Terrain component, but that component is long gone and has been superceded by the more generic PhysX Heightfield Collider.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed up failing terrain unit tests.
Added API changes, and changed the assumption on where the surface weight sort is taking place. The component is no longer expected to provide the sorted list, it only needs to be sorted at the end coming out of the terrain system, so the unit tests have been modified to reflect that.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* New Heightfield Components
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Misc PR fixes
* Fixed linux build failure from bad #include
* Renamed "Terrain Physics Collider" to "Terrain Physics Heightfield Collider" per physics team feedback
* Fixed 1/5 -> 1/4 typo in a comment
* Added missing member copies in HeightfieldShapeConfiguration
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Changes from review
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Remove tabs accidently added
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed overly complicated scaling math.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Added comments to make it more obvious what's happening on CreateEnd / DestroyBegin.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Moved Heightfield CreatePxGeometryFromConfig into its own function
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
Co-authored-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
Merge pull request #4338 from aws-lumberyard-dev/Atom/rbarrand/MaterialVersionUpdate
## Overview
Added support for automatically updating .material files when the property layout of the .materialtype changes. At this stage, we only support a "rename" operation for renaming or moving material properties. We can add more operations in the future if needed (this will require some improvement to how we represent the data internally, but we can deal with that as the need arises).
It's important to note that we currently have a hybrid dependency model for the material system, where materials can depend on materialtypes as job dependencies (property names are processed at asset build time), or material property names can be stored in the cooked assets (property names are processed and resolved at runtime when loading material assets). This means there are two places where we need to apply material property rename auto-updates: in the tools and in the runtime. So you will find that we have ApplyVersionUpdates() functions in both MaterialSourceData and MaterialAsset. (I hope we can move away from this hybrid approach at some point so this can all be simplified, but that depends on new Asset Processor features we don't have yet).
## Main changes
- Added version and versionUpdates structures for .materialtype files, MaterialTypeSourceData, MaterialTypeAssetCreator, etc.
- The .materialtype version number is now at the top level instead of inside the propertyLayout section, because in the future there are other ways the material type could change besides the property layout which might require version auto-updates. (The AP will fail if the version is found in the old location, and tell the user where it should be moved).
- Added ApplyVersionUpdates() and ApplyPropertyRenames() utility functions to facilitate the auto-updates.
- Updated MaterialTypeSourceData::FindProperty(name) to support renames because it must find the property data while loading .material files in order to resolve property data types.
- These new functions will report warnings when they detect that source files are out of date, and recommend the user update them. The easiest way to do this is open it in the Material Editor and save. (which can be scripted in python if necessary)
- Renamed the .material file format "propertyLayoutVersion" to "materialTypeVersion" which is more accurate. This shouldn't hurt existing data as this field wasn't actually used for anything before.
## Unit test improvements
- The new code is well unit tested.
- MaterialSourceDataTests
- Updated to include both a .materialtype file and a MaterialTypeAsset for the test material type. Both are used by the MaterialTypeSourceData class.
- The default test material type now includes some version update steps; these are only used for version update tests and won't impact the other test functions.
- Updated the path for storing temp files to disk, to just be in a "temp" folder in the exe path. (Originally they were saved to the gem folder near MaterialSourceDataTests.cpp, but at some point someone changed it to be under the exe folder, so there's no reason to use the full gem path anymore).
## Other changes
- Fixed AzCore Utils WriteFile() to create the file if it doesn't exist already.
- Updated all .materialtype files to have the version number in the new position.
- Fixed AssetSystemStub to normalize asset paths for more reliable lookup in unit tests.
* Introduce Outliner button to simplify Prefab editing
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix Focus Mode and disabled entities colors
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Fix - propagate the event if the OnOutlinerItemClick function returns false.
This does not change current behavior but makes more sense in the context of future handlers.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Adjust disabled colors to match UX recommendations.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Display the edit button even if the prefab is disabled. Remove prefabWip check (it will be removed for focus mode by the time this goes in). Default to disabled capsule color for borders to save on checks.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Disable edit button on disabled prefabs as it caused conflicts in nested prefabs. May explore that possibility later.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Change disabled text color to be darker, as asked by UX.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
- Add a new automated test PrefabBasicWorkflow_CreateReparentAndDetachPrefab for verifying prefab detachment basic workflow.
- Add a new automated test PrefabBasicWorkflow_CreateAndDuplicatePrefab for verifying prefab detachment basic workflow.
- Fix a bug related to sets of entity ids in Reparent helper function .
* Initial support for importing Json files within other Json files
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add some test cases for testing/iterating on the Json import work. Fix MacOS AzTestRunner module loading bug.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* The import resolver can take the allocator as a parameter to Load/StoreImports() instead of storing a copy.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Fix assert
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Some rework of the JsonImport feature. Base test cases pass. More complex test cases need to be added.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add test case for testing nested imports.
2. Initialize rapidjson value to fix assert.
3. Fix bug found in merge patch creation.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Update the Resolver class member functions to return proper result codes.
2. Add the wrapper functions for resolving/restoring imports to the JsonSerialization class.
3. Add new test case.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add test cases for import + patches. Fix bug found when patching import. Rename test cases.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add ApplyPatch() function to BaseJsonImporter.
2. Move patch logic out of ResolveImport() and into ApplyPatch()
3. Get rid of the custom RestoreImport implementation in the tests since it was the same as the base version.
4. Add test case for patching nested imports.
5. Update merge patch outcome reporting logic to work for nested object patches.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add a CreatePatch() function to BaseJsonImporter to match the ApplyPatch() function.
2. Reorganize some responsibilities between RestoreImports(), RestoreImport() and CreatePatch() to make ResolveImports() and RestoreImports() more symmetrical.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Combine result code in code path where we add empty object to path
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add test case for inserting a new import into an existing object.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Use == instead of Compare() for comparing file paths.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Address some PR feedback.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Address additional PR feedback
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Add missing includes to fix non-unity build
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Fix build error. Address additional feedback.
Signed-off-by: amzn-sj <srikkant@amazon.com>
`LaunchProcess()` on Linux works by calling `fork` then `execvpe`. `fork`
is used to copy a running process, generating a new child process. The new
child starts running from the location where the parent was running, from
whatever thread from the parent called `fork`. The child process only gets
one thread, however. If a different thread in the parent process had locked
a mutex, that mutex is also locked in the child process. Since that
separate thread is not present in the child, the mutex remains locked in
the child, with no way to unlock it. So it is important that as little work
as possible happens between the call to `fork` and to `execvpe`.
Previously, this code was trying to report an error that may have occurred
from calling `execvpe`. It was doing that by calling `AZ_TracePrintf`. That
function does lots of things, including trying to make an EBus call, which
looks up a variable in the `AZ::Environment` instance, which has a global
mutex. If there was some other thread that had that mutex locked when the
`fork` call was made, the subprocess would deadlock, and the parent process
would also deadlock waiting for the child to finish.
This solves that issue by removing the call to `AZ_TracePrintf` from the
subprocess code path. Instead, the parent process sets up a pipe for the
child process to write to in case the call to `execvpe` fails (the
self-pipe trick). The parent then reads from that pipe. If it reads no
data, `execvpe` worked and there's no error. If it does read data, the data
to be read is the errno from the failed `execvpe` call made by the child.
The parent can then use `strerror()` to report the error.
Fixes#4702.
Signed-off-by: Chris Burel <burelc@amazon.com>
- Added MaterialSourceData::ApplyVersionUpdates() for updating the properties. This should be called by tools after loading the MaterialSourceData. (But can be omitted if a tool wants to read the data exactly as it appears in the .material file).
- Updated MaterialTypeSourceData::FindProperty to support applying version update renames, including a ApplyPropertyRenames utility function, which are necessary for MaterialSourceData to be able to find the necessary property definitons while loading.
- Added a new context struct to JsonMaterialPropertyValueSerializer for passing down the material type version number, to help with applying property renames.
- Renamed the .material file format "propertyLayoutVersion" to "materialTypeVersion" which is more accurate. This shouldn't hurt existing data as this field wasn't actually used for anything before.
- Updated Material Editor to again store the material type version number in .material files.
MaterialSourceDataTests updates...
- Updated to include both a .materialtype file and a MaterialTypeAsset for the test material type. Both are used by the MaterialTypeSourceData class.
- The default test material type now includes some version update steps; these are only used for version update tests and won't impact the other test functions.
- Updated the path for storing temp files to disk, to just be in a "temp" folder in the exe path. (Originally they were saved to the gem folder near MaterialSourceDataTests.cpp, but at some point someone changed it to be under the exe folder, so there's no reason to use the full gem path anymore).
MaterialTypeSourceDataTests updates...
- Moved some code that was accidentally added to LoadAllFieldsUsingOldFormat but should have been in LoadAndStoreJson_AllFields.
- Added test cases for unsupported version update operations
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
- Prevent P4 thread to run if we cannot detect the P4 command to begin with
- Add a trait to disable calling the parent ComponentApplication::Destroy(), instead calling _exit() to skip the module unloading on exit
Signed-off-by: Steve Pham <spham@amazon.com>
* Initialize the PrefabFocusHandler on context reset, to also cover the case of a new level being created on the welcome screen.
Relax checks/restrictions on refreshes to cover cases where an instance is reused by the Prefab EOS.
Refresh the breadcrumbs when a container is renamed and when a change is propagated to the instances to ensure the correct names are displayed.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Rename m_isInitialized to m_initialized in PrefabFocusHandler
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Use find_if to detect when a container entity in the focus path has been renamed.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Renaming and commenting variables in PrefabFocusHandler.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Undo minor naming change
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
* Replace lazy initialization and have the UI side initialize the Editor calls in PrefabFocusHandler.
This should prevent issues with focus mode trying to access these interfaces in non-editor applications.
Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
Move the existing Qt Toast Notification QWidgets, EBuses and logic from the GraphCanvas gem into AzQtComponents and AzToolsFramework so they can be re-used.
Signed-off-by: AMZN-alexpete <26804013+AMZN-alexpete@users.noreply.github.com>
* {lyn7065} adding ProcPrefab Prefab::Tempate flag method
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* updated based on comments
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* moved validation logic to IsValid()
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* added more guards around the source string
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
The test was relying on immediate updates from the prefab system which are now scheduled for a later tick - this reworks the tests to wait for deferred updates before validating state
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Added anchor key parameter to the SettingsRegistry MergeSettings
This allows the MergeSettings function to write JSON data anchored
underneath the supplied anchor path.
Upgraded the SignalNotifiers calls in SetObject, MergeSettings and
MergeSettingsFileInternal to query the type of the merge value at the anchor path
and supply that as the type to the notification event.
Also the the above functions now supply the anchor key root as the
path that was modified instead of assuming root ""
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed whitespace inconsistencies in SettingsRegistryImpl
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a queue for storing SignalNotifier calls when a thread is
currently signaling.
The queued calls are invoked by that thread after it has signaled it's
current queue of events
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* {lyn7251} Add material component example in Python
adds a AZ::Render::EditorMaterialComponent as an example of how to
override the default material from the scene building pipeline
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* Only set the cube to a gray material
Skip loading the asset, instead just set the outPrefabAssetPath for the Prefab system to load
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
* stablizing the sub-id of procedural prefab groups
Signed-off-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
The AZ_ENABLE_TRACING check was preventing the Archive System from using the sys_PakPriority value set from the CVar system
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>