* 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>
* Add ability to change project name
* Fixed several issues where path types were changed
* Added PythonBindings CreateProject unit test
* Fix python warning format
* Validate new project name in CLI
* Fix issue creating pathview on linux
* Use better testing macros
* Refactored the unit_test_engine_template.py test to actually test
against the current engine_template.py commands
The commands of create-template, create-from-template, create-project
and create-gem is now being validated.
Registered the unit_test_engine_template.py script with CTest in the smoke test
suite so that it runs in Automated Review
Fixed issues in the engine_template.py script where the template_restricted_path parameter was required in the create_project and create_gem functions
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed organization of the AssetProcessor SourceAssetBrowser
Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations
* Added ly_enable_gems call to Atom gems targets that are required
The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.
* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.
This is needed as the DefaultLevel.prefab contains an Editor Camera
Component
* Adding the ly_enable_gem call to make the Maestro gem required
CrySystem currently requires Maestro to be enabled in order to
initialize
* Added ly_enable_gems call to the SceneProcessing gem to make it required
The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.
* Fixed bad argument in comment for Prefab CMakeLists.txt
* Fixed Assert in Asset Builders due to the Atom RPI Builder
The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time
The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset
Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum
* Added TypeId output to the JsonDeserializer report message about missing
ClassData
Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type
* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.
Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target
* Adding newline to the end of the Camera Gem CMakeLists.txt
* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE
* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory
* Adding the Atom_Bootstrap gem as a required gem
The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module
* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array
* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into
* Adding newline to the end of Atom_Bootstrap CMakeLists.txt
* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block
* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
* Added a ModuleInterface class for sharing an AZ::Module implementation
The ModuleInterface class registers the SystemComponent that that comes
with the Client module and returns in it's GetRequiredSystemComponent
the Clients module SystemComponent
An EditorModule class has been added which inherits from the
ModuleInterface class and extends the registered SystemComponent
descriptors with it's SystemComponent.
It then overrides teh GetRequiredSystemComponent function and replaces
the required SystemComponent with it's Tools module SystemComponent
* Updated the DefaultProject list of Gems to match the decided Standard list of gems
* Updated the comment in the EditorModule constructor
The comment indicates that all component descriptors should be added to the m_descriptors list
* Added more detail to the ModuleInterface constructor about the registering the Component Descriptors
* Creating Builder variant aliases for all Asset Gems
* Added an AssetGem template for creating an Asset Gem
The AssetGem template is meant for non-code Gems
* Updated the engine_template.py commands to use pathlib
Each of the four commands: create-template, create-from-template,
create-project and create-gem have been updated to use pathlib.Path or
any path manipulation
Fix several python errors when instantiating a template with missing
o3de objects.
For example attempting to use the create-project command with the
"DefaultGem" template would result in a python exception instaed of a
error log and a return value 0..
Added a **force** option to the engine_template commands
to force overriding of existing files
* Optimized search through text files when the create-template command is
run when attempting to replace the license text section
* Adding a Minimal Project Template that contains the minimal set of gems
as stated by UX
* Minor changes to the DefaultProject template. Added a license section to the EngineFinder.cmake
* Adding the MinimalProject to the engine.json file
* Update the minimum CMake version to 3.20
Sets the cmake_minimum_required calls to version 3.20 and updates the
README.md to point at the general CMake download page instead of a stale
link.
* Remove unnecessary cmake minimum version
It was using an old 3.0 version and can be removed.
* Additional updates to CMake 3.20, build scripts
Updates the version and remove logic to find a CMake in 3rdParty.
* Removing backup path to ninja path in the build_ninja_windows.cmd
The backup path for finding ninja was coming from the Perforce depot which isn't available for o3de builds.
* Removing reference to 3rdParty Android SDK 29 from the build and run unit test script
The Android SDK is not part of the new 3rdParty system and users are expected to install the Android SDK on their own in order to build the engine for Android.
* Update the get_python scripts and README
No longer try to append a CMake path to LY_3RDPARTY_PATH, but do still
support LY_CMAKE_PATH because there are still uses of it. Remove
mention of an LY_3RDPARTY_PATH-relative CMake path from the README.md.
* Removing LY_NINJA_PATH from the build_ninja_windows.cmd
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the DefaultProject template to not insert the project-path parameter into the VS Debugger Arguments for any applications
Added project-path injection directly within the LauncherUnified and AssetBuilder cmake scripts where their targets are defined
* Removing the add_vs_debugger_arguments call from the AutomatedTesting CMakeLists.txt
project.json when building a project.
This allows the project to build additional gems via adding the external
subdirectory in the project.json file manually
or using the `o3de.py register --external-subdirectory-path=<path>
--external_subdirectory-project-path-<project-path>` command
* fix project centric set current
* Adding newline to project.json template
* Adding newline to engine.json
* Changed register -this-engine to be data driven
* adding build server support
* fix log dir
* fix add remove
* fix template creation for restricted
* fix typos and descriptions
* Add newline to the end of template.json
* Adding newline to the end of assets_scan_folders.seteg
* current_project in global project that creates/edits the .o3de/Registry/bootstrap.setreg
* fix the build server flags
* fix the o3de manifest server portion
* disable project manager tests for now. Its changed too much and lytestools is not working at the moment. I will get back to this later.
* fix the Mac build config
* disable project_test, this is the project manager. It has changed too much for these tests to work at the moment. I'll get back to them
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>