Commit Graph

73 Commits

Author SHA1 Message Date
jonawals d732b7d0ce General refactor of runtime classes. 2021-05-21 09:00:57 +01:00
jonawals feb2909508 Address PR comments 2021-05-20 16:38:56 +01:00
jonawals b33569638e Address PR comments 2021-05-20 10:06:14 +01:00
jonawals e70d86501c Add runtime api headers 2021-05-19 20:35:13 +01:00
jonawals b00906ef36 Delete moved and obselete runtime files 2021-05-19 13:49:35 +01:00
jonawals abe35aad75 Add missing args to PythonBindingsExample.Tests 2021-05-19 13:45:26 +01:00
jonawals 26a4101f32 Merge branch 'main' into TIF/Runtime 2021-05-18 18:38:57 +01:00
jonawals fee010f602 Fix test utils. 2021-05-06 17:04:22 +01:00
jonawals 31312606b1 Fix unused variable warning. 2021-05-06 16:50:52 +01:00
jonawals 006a9ce85f Fix unused variable warning. 2021-05-06 16:33:40 +01:00
jonawals f47f712bd0 Fix missing pragma directive. 2021-05-06 15:53:54 +01:00
jonawals d880aa5d22 Fix anonymous namespaces for unity builds. 2021-05-06 15:33:02 +01:00
AMZN-nggieber 724add6365 Fix Project Manager Qt Ui files not Being Autogenerated (#588)
* Moved Qt files into to renamed 'S'ource

* Updated files after moving all Qt folder into Source

* Updated Source capitalization in cmake files list

* Adding newline to the end of project_manager_files.cmake

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-05-05 15:45:39 -07:00
Zaladane 1455fcbde6 Asset Bundler - Minor Feedback (#550)
Asset Bundler - Minor Feedback

* updated the formatting so all lines are shorter than 140 characters

* fixed a few nitpicks that came up on a recent PR

* removed a function that wasn't being used anymore

* updated some error messages based on PR feedback
2021-05-05 13:59:37 -07:00
AMZN-nggieber 83e2ec6800 Project Manager - Barebones UI Made for All Screens with Basic Flow (#507)
* Created all barebone screens, a screen factory, and connected basic transitions between screens

* Changed ProjectManager namespace to O3DE::ProjectManager, removed empty new lines, switch to aznumberic_cast usage

* Project Manager - Moved Qt directory into source
2021-05-05 10:46:34 -07:00
AMZN-stankowi a7224b6379 Integrating github/Helios_RemoveFbxSdk through commit 6dc2604 (#391) (#560)
Removing FBX SDK, LYN-1045. If you have an issues please reach out to the Helios team.
2021-05-05 09:29:12 -07:00
jackalbe 8b1251c9f7 {LYN-2185} Helios - Added GraphObjectProxy::GetMethodList() function (#392)
* {LYN-2185} Helios - Added GraphObjectProxy::GetMethodList() function

* Updated the EditorPythonConsoleInterface to get Python type name info
* Added PythonBehaviorInfo to the GraphObjectProxy object to reflect abstract calls that can be invoked
* removed SCENE_DATA_API from Reflect() function

Jira: https://jira.agscollab.com/browse/LYN-2185
Tests: Added tests GraphObjectProxy_GetClassInfo_Loads & GraphObjectProxy_GetClassInfo_CorrectFormats to regress test

* fix compile error

* etchPythonTypeName() returns AZStd::string

* put None into a const char
2021-05-04 12:55:47 -05:00
lumberyard-employee-dm bcbe1bfef7 LYN-2537 AssetBundler updates (#426)
* LYN-2537 Updated the AssetBundler code to looks for the AssetSeedList
files within the Assets/Engine directory
Updated the MissingDependencyScanner GetXMLDependenciesFile functions to
use the Assets/Engine directory as well

Also fixed the MissingDependencyScanner to properly located dependency
xml files within gem directories

* Adding back input argument validation for the AssetBundler command options.

Also added an application_options settings registry file that contains the list of valid command options for the ComponentApplication

* Adding missing end of file newline for applications_options.setreg

* Fixed the AssetBundler help output for the bundleSeed command
2021-05-03 20:09:37 -05:00
jjjoness edbad529f5 Merge pull request #472 from aws-lumberyard-dev/LY-110648
Ly 110648 - Asset Processor - Source path will become truncated when selected if the current folder name is not completely displayed.
2021-05-03 18:37:02 +01:00
jjjoness b5cf0f59fc Moved the pragma below the copyright message. 2021-05-03 16:57:58 +01:00
jackalbe fe88ae12b0 {LYN-3365} GraphObjectProxy is now hidden from Script Canvas (#478)
* GraphObjectProxy is now hidden from Script Canvas
* the IGraphObject has been added to the BC

Jira: https://jira.agscollab.com/browse/LYN-3365
Tests: manual testing the node type is not in the SC editor
2021-05-03 10:02:04 -05:00
AMZN-nggieber 7a2f698bbc Create the Project Manager project (#320)
* Created the Project Manager project with a barebone styled window and rough sketch of first screen

* Renamed to Project Manager, ect.

* Corrected string name for projectmanager and added comments on getting engine path

* Changed output name for Project Manager to lowercase o3de

* Added header guards
2021-04-30 17:11:40 -07:00
Zaladane a5d4eb5d44 Asset Bundler GUI (#427)
The AssetBundler is a new ToolsApplication that allows users to work through the entire Asset Bundling process without ever touching a command line.

* Integrating github/AssetBundler through commit 1d65018

* Asset Bundler bug fixes: platform initialization and GUI styling (#5)

* fixed enabled platform initialization

* fixed the cached engine root. This fixed some of my Seeds tab data issues. The default Engine Seed List appeared, and was able to display the contents on screen.

* updated my notes of active bugs

* changed some casing in various include lines to hopefully fix my linux build

* another include fix for linux

* AssetBundler GUI is now compiling on Mac

* removed some things off of my todo list because the mac build fix actually fixed the visuals! everything's the right color again

* removed the word Lumberyard from the bundler

* Asset bundler bug fixes - Bundles, Gems, and Tests (#9)

* Fixed the Bundle loading and generation problem. Turned out to be a FileWatcher issue.

* turns out gem loading wasn't broken, there were just no existing SeedListFiles for any of the gems loaded by the AutomatedTesting project. I added a default SeedListFile for the PrimitiveAssets Gem.

* fixed some failing AssetBundler Gem tests

* Misunderstood the need to have default seed lists for asset-only gems. removing the previously created seed list file

* Asset bundler bug fixes: Seeds Tab display issues and _dependencies.xml loading (#10)

* Fixed the Project Source column in the Seeds tab

* The AssetBundler will no longer attempt to copy a template version of the ProjectName_dependencies.xml file into your active project. However, it will throw an error if you do not have one. A follow-up ticket has been cut to address this issue.

* updated the AssetBundler icon. This one matches the current style guides

* PR feedback: pass a const ref instead of a value

* PR feedback: safer conversion from a string_view to a QString

Co-authored-by: alexpete <alexpete@amazon.com>
2021-04-30 15:42:10 -07:00
bosnichd a7c6638064 Remove CryFont and initialization functions related to the legacy renderer. (#485)
- Remove CryFont and initialization functions related to the legacy renderer.
- Remove some references to Code/Tools/RC from mac CMake scripts.
2021-04-30 15:02:11 -06:00
bosnichd a1319983df Remove the legacy renderer and all associated tools (#476)
Remove the legacy renderer and all associated tools:

- Code/CryEngine/Cry3DEngine/*
- Code/CryEngine/RenderDll/*
- Code/Tools/CryFXC/*
- Code/Tools/HLSLCrossCompiler/*
- Code/Tools/HLSLCrossCompilerMETAL/*
- Code/Tools/RC/*
- Code/Tools/ShaderCacheGen/*
- Tools/CrySCompileServer/*
- Tools/PakGenFromRCList/*
2021-04-30 11:22:33 -06:00
bosnichd 1d4c483e73 Red code legacy renderer (#383)
- Remove some references to gEnv->pRenderer/GetIEditor()->GetRenderer() that is now always null.
- Restore the debug console to existence.
- Stop building the following in preparation for their removal:

Code/CryEngine/Cry3DEngine/*
Code/CryEngine/RenderDll/*
Code/Tools/CryFXC/*
Code/Tools/HLSLCrossCompiler/*
Code/Tools/HLSLCrossCompilerMETAL/*
Code/Tools/RC/*
Code/Tools/ShaderCacheGen/*
Tools/CrySCompileServer/*
2021-04-30 07:31:42 -06:00
jjjoness 544b2a087f Merge branch 'main' into LY-110648 2021-04-30 14:30:06 +01:00
jjjoness 63526655a2 Fixed asset source tree layout in AssetProcessor 2021-04-30 14:27:55 +01:00
jonawals 39ba583ad7 Address PR comments. 2021-04-30 12:58:48 +01:00
jonawals 20243549e6 Address PR comments. 2021-04-30 12:51:26 +01:00
Eric Phister fbdd26bbbc Merge pull request #410 from aws-lumberyard-dev/ly-sdk/phistere/LYN-2723-Merge
LYN-2723: Fixes issues with bad project or engine paths

Cherry-pick: 6ce7a6d30c57c941459b43c157861df5d9143ae1
2021-04-29 11:01:32 -05:00
sharmajs-amzn 45fd86c2bf {LYN-2848} Asset Processor: Modifying the Allowed or Rejected list merges previously existing Connections into one record (#363)
{LYN-2848} Asset Processor: Modifying the Allowed or Rejected list merges previously existing Connections into one record
https://jira.agscollab.com/browse/LYN-2848
launched ap gui and tested manually.
2021-04-29 08:27:34 -07:00
jonawals eb5dd7ee47 Address PR comments. 2021-04-29 14:51:51 +01:00
jonawals 2b21b70635 Add test selector and prioritizor. 2021-04-29 08:28:42 +01:00
lumberyard-employee-dm 3dec5d3b71 LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder

* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file

* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message

* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets

* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder

* Moving the Engine Settings Registry folder from Engine/Registry -> Registry

* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator

* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now

* Fixed Atom Shader Preprocessing when running using an External Project

* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable

* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root

* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder

* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder

* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder

* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension

* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command

* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder

* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames

* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder

* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available

* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder

* Updating References to EngineAssets source asset folder in code to be the Assets source folder

* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders

* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner

* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test

Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory

* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory

* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
2021-04-28 21:38:43 -05:00
Eric Phister 7dd7e82d86 LYN-2723: Fixes issues with bad project or engine paths (#369)
* Setup NativeUIRequests as an AZ::Interface.  Adds a NativeUISystemComponent to AzFramework Application.

* Renames NativeUISystemComponent (class) to NativeUISystem, since it's no longer a Component.

* Minor update to SettingsRegistryInterface::Remove doc-comments for accuracy.

* Fixes to make an early fatal shutdown of Editor occur without crash.

* LYN-2723: Updates startup to handle errors: engine root is empty, no valid project.json found (mismatched engine name), or bad project path (launch project picker dialog).

* LYN-2723: Minor formatting/spelling edits.

* LYN-2723: Moves ParseCommandLine from ComponentApplication to SettingsRegistryMergeUtils so it can be used in more places.

* Misc fixes. 'wait_for_connect' setting wasn't being properly applied to AP connection settings. Fix infinite loop in CCmdLine::Next.

* LYN-2723: Addresses review feedback.

* LYN-2723: Reverts some changes that caused a unit test to fail.

* LYN-2723: Reverts one more change that was unnecessary.
2021-04-28 19:03:17 -05:00
jonawals 692dd21b89 Add missing SourceDependency. 2021-04-28 17:26:28 +01:00
jonawals b9dc7639b4 Add dynamic dependency map. 2021-04-28 17:21:40 +01:00
Guthrie Adams 167b7f36a6 Merge pull request #373 from aws-lumberyard-dev/Atom/guthadam/ATOM-15370
ATOM-15370 Fix thumbnail scaling and sizing issues
2021-04-28 11:01:14 -05:00
hultonha 6d624273a9 disabling test causing intermittent failures 2021-04-28 14:43:52 +01:00
jonawals af422edef8 Merge branch 'main' into TIF/Runtime 2021-04-28 13:11:29 +01:00
guthadam 7e8b1e8c80 Fix linux build 2021-04-27 17:57:09 -05:00
guthadam eeafb5eaa3 ATOM-15370 Fix thumbnail scaling and sizing issues
TLDR
Thumbnails size will be removed from the system.
Each thumbnail class is responsible for determining its stored size.
Images and other thumbnail types can be scaled up or down within reason without blurring.

The thumbnail system uses the concept of context and size organize thumbnails by size based on their intended use.  However, most of the thumbnail classes do not respect or use the specified size, which is 16 by 16 pixels and really only usable for small icons.

The thumbnails are currently being used in the asset browser tree control, the larger asset browser previews, the material component property asset controls, the material component inspector for the large preview, and other places.  Each of these places use completely different sizes, some of which are large and change dynamically. Whenever the thumbnails are painted they are scaled to the desired size.

Material and mesh thumbnails were always being captured at 512x512 regardless of what the rest of the thumbnail system said.  Source, product, and folder thumbnails would be stored at the original asset size.  The loading movie thumbnail was always drawn at 16 by 16 and scale up so it was always blurry.  Image thumbnails were always scaled down to 16 by 16 and scale up for larger previews.

Rather than worrying about the size of each context, each thumbnail class will store the image at whenever it deems to be a large enough size that can be scaled down when used.

This may eliminate the need for multiple thumbnail contexts which are not being used anyway.

https://jira.agscollab.com/browse/ATOM-15370
2021-04-27 16:43:06 -05:00
junbo 0b8299ba0b Remove the existing crashpad package and update the package hash 2021-04-27 09:50:20 -07:00
junbo eb0758f63a [SPEC-6071][Crashpad] Make Crashpad available through 3rdParty system for Windows 2021-04-27 09:48:50 -07:00
jackalbe a1685ecca9 {LYN-2074} Add Animation data types Behavior for the scene graph (#253)
{LYN-2074} Add Animation data types Behavior for the scene graph  (#253)
* https://jira.agscollab.com/browse/LYN-2074

* moved scene API color to centeralized location
BlendShapeDataFace
BlendShapeData
2021-04-26 12:08:43 -05:00
Esteban Papp 29bf58cffc SPEC-6517 RedCode: some more folders identified for removal 1 (#290) 2021-04-23 17:11:28 -07:00
Aaron Ruiz Mora 45fbc86d2d Fix cloth with MeshOptimization ON
- 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.
2021-04-23 21:42:17 +01:00
Chris Burel 28170ffe41 Add newlines to the end of all files 2021-04-23 09:43:40 -07:00
AMZN-stankowi f44f06c9f0 AssImp set to be the default FBX processor (#78) (#136)
* AssImp set to be the default FBX processor (#78)

If you encounter issues, reach out to the Helios team with details, and then switch back to FBX SDK locally by changing FBXImporter.h

* Merge pull request #219 from aws-lumberyard-dev/sceneapi_scripting

LYN-3030: Fix to export_chunks_builder.py to match the AssImp node paths

* Hide some automated test folders from the asset processor for automatedtesting. This is necessary because these assets should only be processed when running the test, and not any time AP is launched for this project.

* Putting these test assets back to visible to Asset Processor. These tests need to be updated at some point to handle that, but they won't work with this change for now. Note that until this is addressed, these tests may randomly time out if they're the first tests run on a clean asset processor, and these tests launch AP without using a unique port, so the test can also fail if an Asset Processor executable is hanging open.

Grabbed the change I missed from the 1.0 branch merge, no idea how this got lost.

* Moved from main to periodic. Allen and Fuzzy were already on board, and I think with the potential flakiness in this test, we don't want this in main.

Co-authored-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
2021-04-22 14:09:44 -07:00