* Added proper detection of the list of Gems in the Project Templates
enabled_gems.cmake file
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a CMake alias target for the Atom Gem and the AtomLyIntegration
Both of those targets just aliases the Atom_AtomBridge gem
Therefore they turn on Atom
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Replacing the Atom_AtomBridge gem in the project template with the Atom gem
The Atom gem is just an alias to the Atom_AtomBridge gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the manifest.py gem gathering logic to recurse through the external subdirecotories locating gem.json files to discover all gems in a subdirectory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Made Standard Template Always Show First and Default Selection
Changed Open 3D Foundation to Open 3D Engine in Gem Catalog and setup detection of Origin based on gem creator
* fixes AssetProcessorManagerUnitTests unexpectedly fails due to writing out the branch token
* instead, the branch token is calculated ahead of time and added to the settings registry
Tests: --gtest_filter=Test/LegacyTestAdapter.*
[LYN-4437] Replaced the background images and added a semi-transparent overlay for the Project Manager
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* 30% opaque overlay image to darken down the colors and increase usability and accessibility.
* Some code cleaning.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Added the two new background images.
* Background is now dynamically changing based on whether the user opens the PM the first time or has already created a project.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Fixed misc building and project screen bugs, added ability to cancel active builds and queued builds
* Cancelling in-progress cmake build working
Signed-off-by: nggieber <nggieber@amazon.com>
* First pass FBX -> Scene File conversion.
This is the simple pass, minimizing code changes and focused on comments.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Step 1 of part 2 of the FBX -> Scene rename
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renaming FbxSceneBuilder folder to SceneBuilder
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renamed files
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* More FBX -> Scene
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
This has a small bundle of bugfixes and improvements all based around improving prefab TrackView support:
* JsonMerger - improved the error message when patch remove operations fail to make the specific failure more obvious
Instance - swapped the order of destroying entities vs clearing the lookup tables so that lookups still produce valid results during destruction. (This could happen while creating undo caches)
* InstanceEntityIdMapper - in the case where an id isn't found, it now returns an invalid id instead of an "attempted-valid" one that still generally turned out to be not-valid
* PrefabUndo - downgraded a potential crash to an error message if for some reason the patch contains changes to an entity that doesn't currently have an alias. (This case can be caused occasionally by other bugs and error conditions)
* EditorSequenceComponent - downgraded a potential crash to an assert for the times when it tries to remove components, fails, but thinks it succeeded. (This case can currently be caused by using Maestro with Prefabs enabled)
* EditorSequenceAgentComponent - added an undo cache refresh whenever the component deletes itself, so that deleting itself during an EditorSequenceComponent destruction chain of events leaves the undo cache in the correct state.
* SliceConverter - fixed the conversion of entity references in top-level slice instance entities that refer down to nested slice entities. There was a chicken-and-egg problem in terms of which entities need to be created first to make the references and the prefab patching & serialization happy. This was worked around by creating placeholder top-level entities, then the nested slice entities, then replacing the top-level entities with the fully-realized ones.
Specific changes:
* Added more informative error message.
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 672608a6c833c07295996cd9b3449825222b74d0)
* Changed the error condition to produce a "valid" invalid id instead of a deterministic but not-valid id
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 3673950c949de8e067b32ddafaffd07e648a13d8)
* Guard against invalid reference assert/crash
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 268d4ef3447f268a1372d07e028b9e67bac5c64e)
* Downgrade an invalid reference crash to an assert
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 38c9303770845f4e863273dd6fb8fc7e83380425)
* Improved logic for handling entity references across nested slices.
Signed-off-by: mbalfour <mbalfour@amazon.com>
(cherry picked from commit 7e89a016d95fb72cb5f119e1e3768daa60e6bfb4)
* Changed order of entities.clear() call so that instance lookups are still valid during entity destruction.
Signed-off-by: mbalfour <mbalfour@amazon.com>
* Add undo cache notification when removing Maestro components.
Signed-off-by: mbalfour <mbalfour@amazon.com>
* When there are multiple project templates present, we re-gather the gems when changing the selected the project template.
* In case the user enabled or disabled any gem and they select a new project template, we show a warning dialog where users can either cancel the operation or proceed to the new project template. The warning dialog will only appear in case the enabled gems actually differ from the currently used template's default.
* New helper function to select the used project template.
* Storing the currently used project template index and only update the template details and emitting the changed event in case the user has actually chosen another template. This avoids emitting signals in case the user clicks on the already selected template.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Corrected focus for form line edit widgets.
* Consistent slash usage for folder browse edit widgets.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
* Aligned the column headers to the elements
* Moved the styling of the gem column header labels to the qss
* Fixed the scrollbar for the gem list view
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Some nodes have aiBones created by AssImp even though they aren't bones. Filter these out by looking through the node graph and only considering
Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
* Could not reproduce the unit test fail for the m_app->BeforeRun() failure,
* so I am adding file IO hooks to listen for errors during the fixture setup
Tests: failed to repro the issue
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
There is a crash when sys.exit() was being called since embedded Python
should not have control of the application lifetime. The Py_InspectFlag
puts the Python VM into 'inspection mode' which prevents the app
shutdown when any sys.exit() is invoked.
Notes:
* skips 'regset' extra command line in PythonBindingsExample
* added methods for handling PythonBindingsExample errors
Test: added Application_SystemExit_Blocked and
fixed up Application_Run_Fails now is Application_Run_Works
This prevents Project build step from timing out
Moving the project build directory to be under the <project-path>/build/ folder to prevent two issues
1. The AssetProcessor from scanning that folder for assets.
[Bb]uild is part of the excluded folders
2. To prevent git from seeing modified files in the build directory as
the default .gitignore file ignores [Bb]uild
* Fix for DeleteCachedAssets_AssetsReprocessed fails on Debug Nightly Builds
* added -ap_disableAssetTreeView=true to disable the Qt tree view for the asset tab to get the parts that want to be tested finish
* only shows up on Debug
Tests:
=== test session starts ===
AutomatedTesting/Gem/PythonTests/assetpipeline/asset_processor_tests/asset_processor_batch_tests_2.py::TestsAssetProcessorBatch_AllPlatforms::test_AllSupportedPlatforms_FastScanWorks_FasterThanFullScan[windows-AutomatedTesting] PASSED [ 50%]
AutomatedTesting/Gem/PythonTests/assetpipeline/asset_processor_tests/asset_processor_batch_tests_2.py::TestsAssetProcessorBatch_Windows::test_WindowsPlatforms_RunAPBatchAndConnectGui_RunsWithoutEditor[windows-AutomatedTesting] PASSED [100%]
--- generated xml file: F:\amazon\o3de\build\vs2019\Testing\Pytest\AssetPipelineTests.Batch_2_Sandbox.xml ---
=== 2 passed, 4 deselected in 18.32s ===