* 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>
* 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>
* 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>
* 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>
* 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>
- 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>
• 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>
* 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>
* 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>