* Use XcbUniquePtr to manage xcb resources
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add a unit test for XcbInputDeviceKeyboard
Signed-off-by: Chris Burel <burelc@amazon.com>
* Removed ununeeded includes from EBus EBus.h and Policies.h
Updated the locations which needed those includes
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding missing include for <memory> to AWsClientAuthBus.h
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Remove the while true loop in the EBusQueuePolicy Execute() function
The while true loop in Execute was for allowing additional functions to be queued in the middle of execution of current list of functions.
That functionality was dangerous, because if a queued function added itself during execution unconditionally, then it would result in an infinite loop
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the AssetManager::DispatchEvents function to pump the AssetBus event queue until empty
Queued Events on the AssetBus is able to queue additional events on that Bus during execution of those events.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Changed the AssetManager::DispatchEvents function to only execute the
AssetBus queued events once
Changed the AssetJobsFloodTest.AssetWithNoLoadReference_LoadDependencies_BehaviorObeyed test to dispatch events until the OnAssetContainerReady callback is signaled.
This happens after every asset load to make sure that the
expiring AssetContainer instances are removed from `AssetManager::m_ownedAssetContainer` container before retrying to load the same asset.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a MaxTimeoutSeconds constant for the maximum amount of the time to run a single DispatchEvents loop
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* overhaul to how camera orbit/pivot behavior works
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update naming from orbit to pivot
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix camera unit tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add additional tests for new camera pivot behavior
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix comment and add additional info for tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* first pass fixes for how entity space is handled in the viewport interaction model
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small updates to simplify space handling
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix for influence group with one entity selected
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* some tidy-up and fix for scale manipulator snapping
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* couple of small fixes for scale manipulator
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small comment update
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fixes for integration test failures
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test for rotation manipulator
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add test coverage for rotation manipulators
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add tests for translation manipulators and some other tidy-up changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add tests for translating a group of entities
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add some tests for scale manipulators
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* some updates and formatting changes (clang-format) to ViewportScreen
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* simplify usage of lround code
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update missed name updates
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update usage of WorldToScreenNdc
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* updates following review feedback
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* some more small tidy-up changes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* move static variables to be marked inline
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small formatting fixes
Signed-off-by: hultonha <hultonha@amazon.co.uk>
This allows for all the global static `InputChannelId`s to be `constexpr`
as well, which prevents some global constructors, including some CRC32
calculations on application startup.
Signed-off-by: Chris Burel <burelc@amazon.com>
The Linux platform has multiple windowing systems. Support for xcb is
currently in progress, support for Wayland is planned in the future. The
way the current xcb support is included is by making some file with a
`_xcb` suffix, and placing `#if PAL_TRAIT_LINUX_WINDOW_MANAGER_XCB` around
most of that file's contents.
With this change, all of the code in AzFramework that uses xcb directly is
inside the `Platform/Common/Xcb` subdirectory. It greatly reduces the
amount of code in compile-time `#ifdef` checks for the chosen windowing
system. It also provides a logical place to include O3DE-specific xcb
C++ wrappers and interfaces, without polluting non-xcb related code.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fixed calculation of each archive file data offset.
The location of a file entry in a Zip file is calculated after the local file
header + the length of the filename + the length of the extra field
length per the ZIP file spec.
https://pkware.cachefly.net/webdocs/casestudies/APPNOTE.TXT
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed bIndependentBlocks variable
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added array index operators to Spawnable(Const)EntityContainerView.
This commit also includes some tweaks to the begin/end functions and unit tests.
Ticket: https://github.com/o3de/o3de/issues/4110
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
* Fixed string formatter for assert in Spawnable(Const)EntityContainerView.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
* Added empty() to Spawnable(Const)EntityContainerView and made move functions use [[nodiscard]]
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
* Create a new InputContextComponent.
- An InputContextComponent is used to configure (at edit time) the data necessary to create an AzFrameowrk::InputContext (at run time). The lifecycle of any InputContextComponent is controlled by the AZ::Entity it is attached to (adhering to the same rules as any other AZ::Component), and the InputContext which it owns is created/destroyed when the component is activated/deactivated.
- The underlying AzFramework::InputContext and AzFramework::InputMapping* classes already exist, along with comprehensive unit tests (see Code/Framework/AzFramework/Tests/InputTests.cpp). All changes in this PR are simply to allow input contexts / input mappings to be defined/edited from the editor using data.
- The new InputContextComponent is similar in many respects to the InputConfigurationComponent found in the StartingPointInput Gem, the main difference being that the user-defined input mapping objects the new component creates are identical (from the perspective of any input consumer) to 'raw' engine-defined input channels (the existing AzFramework::InputMapping class inherits from the existing AzFramework::InputChannel class). This means that any system which consumes input (in either C++ or lua) can seamlessly interchange between obtaining input using either the 'raw' engine-defined input channels (eg. InputDeviceGamepad::Button::A, InputDeviceKeyboard::Key::AlphanumericA, etc.) or any user-defined input mapping, which can now be defined from the editor using data. Ultimately I would like to deprecate the StartingPointInput::InputConfigurationComponent in favour of this new InputContextComponent, which isn't realistic at present because the former is used pervasively throughout many different projects, and it integrates with ScriptCanvas in a way that I have yet to replicate, but this is a step towards the goal of a unified, engine-wide input context/input mapping solution that can be used interchangeably by any system, project, or Gem.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Edited some reflected property descriptions for clarity.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Fix clang builds:
- Add a missing virtual destructor.
- Fix the scope of two reflected property attribute functions.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Fix for InputContextComponent being reflected twice in some cirsumstances.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Updates in response to PR feedback.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* More updates based on review feedback.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Added string and string_view class constructor overloads which is deleted that prevents initializing them from a nullptr or an integer type
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed locations where string and string_view were initialized with
nullptr
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix IArchive::IsInstalledToHDD signature
Updated calls to ConvertAbsolutePathToAliasedPath to use an
list initialization instead of nullptr
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the GameApplication to mount the engine.pak
This allows loading the autoexec.cfg and bootstrap.game.<config>.<platform>.setreg from the engine.pak files
The engine.pak is searched for in the following order: <ExecutableDirectory>/engine.pak, followed by <ProjectCacheRoot>/engine.pak
Removed a lot of unused APIs from the AZ::IO::Archive feature suite
Updated many of the AZ::IO::Archive classes to use AZ::IO::Path internally.
The logic to search for files within an Archive has been updated to use AZ::IO::Path and to remove case-insensitve string comparisons
Somehow removed the CryFile dependency on anything Cry
Updated the Settings Registry to support reading from the FileIOBase and therefore Archive files in the GameLauncher via the `SetUseFileIO` function
Removed AzFramework Dependency on md5 3rdParty library
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Linux build fix
Added an include of <stdio.h> before the <rapidxml/rapidxml.h> include as it usesnprintf.
Added `static` to the constexpr constants in ExtractFileDescription in SettingsRegistryImpl.cpp to fix clang compile issue
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the case used to mount the Engine PAK file in the GameApplication to be Engine.pak to match the other locations where it is mounted
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the proper FFont call to FileIOBase::Size to supply the correct
integer type of AZ::u64 instead of size_t
This fixes building on platforms where size_t is type defined to be
unsigned long
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed segmentation fault in Archive::Unregister when outputing the filename of the Archive file being closed
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix calls to OpenPack in the Legacy LevelSystem
The LevelSystem was calling the incorrect overload of OpenPack that
accepts BindRoot for the mounted level.pak instead of the overload that
that passes a memory block object.
This was causing the level pak files to be mounted using an invalid
directory, causing file accesses inside the level pak to fail.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the error messages in the ZipDir CacheFactory class to use AZ_Warning directly
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ArchiveFileIO m_trackedFiles container to store mapped type as an AZ::IO::Path
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix code that deregisters the Atom Scene subsystem from the AzFramework Scene
The AzFramework Scene subsystem API is a generic container based on the
type of argument that is passed to it. It maintains a vector of typeids,
and only one object of any type is stored at a time. The Bootstrap system
component registers the Atom scene as a `ScenePtr` (aka
`AZStd::shared_ptr<RPI:Scene>`) with the AzFramework Scene's generic
subsystem. However, the component was previously deregistering the type by
value, `RPI::Scene`. Since no subsystem for the type `RPI::Scene` was set,
unsetting this type did nothing. The result was that the `RPI::Scene`
object would still be around by the time that all the Atom
`InstanceDatabse`s were being destroyed, resulting in a large number of
errors reported about leaked instances during global shutdown.
This fixes the above issue by passing the `m_defaultScene` as a parameter
to `AzFramework::Scene::UnsetSubsystem`, the same value that is passed to
`SetSubsystem`. This is better, because instead of providing explicit
template arguments (which were specifying the incorrect type), this now
allows the compiler to deduce the correct type, and the syntax is symmetric
with the call to `SetSubsystem`.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Correctly release the AWS API from the `HttpRequestManager` module
This code was incorrectly assuming that
`AWSNativeSDKInit::InitializationManager::Shutdown()` would be called
automatically by the `InitializationManager` itself. However, all that
`InitAwsApi()` does is create an `AZ::EnvironmentVariable`, which is a
ref-counted type, and stores it in a global static. That global static is
defined in a static library (namely `AWSNativeSDKInit`), which is linked
in to the `HttpRequestManager` dynamic lib. Because it is a global static,
it has to be explicitly cleared with the call to `Shutdown()`. Otherwise
the destructor of the EnvironmentVariable doesn't happen until global
destruction, by which time the allocator that is supplied to the AWS SDK
has already been destroyed, and the shutdown of the AWS SDK attempts to use
the already-destroyed allocator.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Avoid blocking the remote console server thread if there are no connections
The Remote console server runs in a separate thread. Previously, it would
directly call `AzSock::Accept()` and block the server thread until some
client connected to it. However, if no client connected, the thread would
continue to be blocked, even if the game launcher tried to exit.
This adds a check to see if there's a client on the socket before calling
`Accept()`, to avoid the deadlock on launcher exit.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fix a log message to print one message per line
Signed-off-by: Chris Burel <burelc@amazon.com>
* Allow pumping the event loop to close the launcher window
Events from the OS are handled in the game's main loop. The general loop
looks like this:
* Read events from the OS
* Tick the game application
One of the events that can come from the OS is that the window hosting the
game is closed. When this event happens, many resources provided by the
renderer are freed, and the game application's `shouldExit` bit is set.
However, when the game's `Tick()` is called, there is lots of code that
assumes the renderer is still there. To avoid crashing in the `Tick()`
call, check if the game should exit after pumping the system events.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Unload the level when exiting the launcher
This ensures that any resources held onto by the level are freed before the
launcher exits.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add an explicit bus `Disconnect()` call to `AZCoreLogSink`
This is necessary because this bus has virtual functions and can be called
from multiple threads.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Allow normal cleanup to take place when exiting the game launcher
Previously, global cleanup was side-stepped by calling `TerminateProcess`
or `exit`, when quitting the game launcher. This is in contrast to the call
to `_exit` on Linux and Mac when exiting the Editor. That leading `_` makes
a big difference: the former runs object destruction, the latter does not.
Instead of making the launcher exit with `_exit` on Linux, instead, remove
that call and actually run all the atexit code.
This does not modify the Editor's behavior however. It still uses `_exit`
and `TerminateProcess`.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Remove the "TEST_SUPPORTED" traits.
Terrain unit tests should be usable on all platforms, so they shouldn't need a platform-specific trait to enable/disable.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fix a few misc terrain bugs.
* Change Activate/Deactivate to happen immediately instead of deferring. There were too many order-of-operation bugs caused by trying to defer this.
* Added implementation for calculating normals.
* Fixed bug where GetHeightSynchronous wasn't stopping at the highest-priority layer.
* Added locks for SurfaceData bus to help ensure we lock our mutexes in the correct order and avoid deadlocks.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Add trivial TerrainSystem tests.
Tests construction, Activate(), Deactivate(), and destruction.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Unified Terrain system calls on single bus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Added mock for TerrainDataNotificationBus listener.
Also added unit tests to verify the listener, and added in missing notification events.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Removed extra Sampler class.
Fixed up APIs to correctly pass Sampler and terrainExistsPtr around.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Switched MockTerrainSystem to be proper gmock.
This makes it for flexible to use and easier to reuse from other test environments.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fix settings bug caused by bad order of operations that occurred when the methods moved to a different bus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Eliminate extra EBus by simplifying area initialization.
Previously, there was a back-and-forth ebus signal used for the terrain system to find any terrain spawners that were created prior to the terrain system activation. Now it uses the more simple technique of just grabbing all the spawners that are currently hooked up to the spawner ebus.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Switch to NiceMock so that "uninteresting" mock calls get ignored.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback.
Filled in terrainExistsPtr at the end, and added it to GetNormal as well.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed shader height calculation.
It was off by half a pixel, and it was interpolating, both of which were wrong.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Fixed PathView `MakeRelativeTo` and `Append` functions path segment
comparisons when using the Windows path separator of '\'
The PathSegment comparisons were case-sensitive in both those functions
and now use `Internal::ComparePathSegments` function to perform the
appropriate case comparison based on the path separator value of the
Path class
Reverted the LocalFileIO::CheckInvalidWrite function back to not
lowercasing the assets alias and input path before invoking
`PathView::IsRelativeTo`
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Simplified the LocalFileIO::ConvertToAliasBuffer logic
Fix for the ArchiveTest
`IResourceList_Add_AbsolutePath_RemovesAndReplacesWithAlias` and
`TestArchiveViaFileIO` test
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added a PathIterable structure stores a non-heap container of normalized path segments of an input path.
Moved the PathParser logic to a PathParser.inl file
Removed dependency of the PathView::IsRelativeTo logic on FixedMaxPath
There is no longer a 1024 character limit when determining if a path is relative to a base
Added a GetNormalPathParts and AppendNormalPathParts to function and removed LexicallyNormalInplace to share the logic for creating a normalized path between IsRelativeTo and LexicallyNormal
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Clang PathIterable.inl build fix
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed Normalize and Relative Path functions initialize the result paths
With the correct path separator for the paths being transformed
Ported over the Custom Path Root Separator logic to the PathParser.inl
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated he Shader Preprocessor include path gather.
It now uses AZ::IO::Path for the path operations and checks if the path
exist before adding it to the list of include paths.
Finally the set logic has been removed for a simpler find_if check to
see if the include path already since in the project include paths
This fixes the Asset Processing issues with shader includes due to the
Path.inl changes
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fixed tail recursion call to AppendNormalPathParts to supply a PathView with the same path separator as the parent call
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding reference qualifier overloads to the Path class Native function
Removed the conversion operators from the Path class for converting to a
string_type&/const string_type&
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Many of these are just extra noise in the profile, but the one in Archive.cpp could also cause PIX to crash.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Move a few specializations from AzStdOnDemandReflection.inl to cpp file
This reduces compilation time and produced profile/debug file sizes.
The specializations for string and string_view are only implemented for 'char' type, since
others are not used anywhere.
Extracted `Reflect` method from `ClientAuthAWSCredentials` to a cpp file.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Windows build fixes.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Added missing license.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Fix missing spaces in template argument lists
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Clang format on ClientAuthAWSCredentials.cpp
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Merge upstream development and fix linux build.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Miscellaneous fixes and PAL changes required for restricted platforms.
Signed-off-by: bosnichd <bosnichd@amazon.com>
* Rename O3DE::ProjectManager::ProjectUtils::ReplaceFile -> ReplaceProjectFile to prevent conflict with Windows ReplaceFile #define
Signed-off-by: bosnichd <bosnichd@amazon.com>
* CHanges to Push/Pop Matrix
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed bad commit
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* REmoved the AxisAlignedBoxShapeComponentBux and AxisAlignedBoxShapeConfig
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed derivation of AxisAlignedBoxShape
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Added ShowChildrenOnly to Component
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed cmake file
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Changes from review
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Added tests for AxisAlignedBoxShape
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Addressed PR comments and added one further test.
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Removed dead code.
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Changes from review
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Spelling fix and changed link to docs
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed profile bug in Linux
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed problem with Unity Profile Build in Tests
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fix for camera look-at and position being the same when calculating orbit point
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add unit test to verify camera orbit behavior
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* preparatory work to allow for more viewport integration tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* minor grammatical fix
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix for missed bus call update
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Modernization + small fix.
Modernize ( `bool`/`override`/other) code in AzCore, AzFramework, AzQtComponents, AzToolsFramework, etc.
Replaced a `bind` or two, use `using` in a few places as well.
Fix nullptr comparison of AZStd::function.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Apply review-based changes
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Fix rpath for lrelease binary
This fixes the rpath for lrelease which is used to compile the qt translation file.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Fix a LocalFileIO path casing issue
LocalFileIO was lowercasing the entire path after substituting aliases.
This caused files to not be found and many failures in AP.
Fixed to only lowercase the trailing relative path after the substitution.
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
* Removed a message line
Signed-off-by: amzn-phist <52085794+amzn-phist@users.noreply.github.com>
Changes how runtime dependencies are hooked as dependencies to create depenedencies to the inputs
This makes it that if an input to the runtime dependencies changes, it gets re-copied (e.g. a 3rdParty changes or a file added through ly_add_target_files)
Closes Issue #3391
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS
Signed-off-by: Steve Pham <spham@amazon.com>
* expose camera input channels to the ui and ensure the cached values are refreshed when updated
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small fixes for tests
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Potential Memory Corruption in Release Build
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* @lumberyard-employee-dm suggested code
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* warnings as errors found in VS2022
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* simplifying some strucutres used and fixing a bug
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* some unused fixes for VS2022
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fix for other platforms
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* fixes check used in unit tests to be case-insensitive
fixes memory leaks/invalid memory operations in AWSCore tests
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Add linux equivalents for all the places that enumerate platforms
Signed-off-by: Chris Burel <burelc@amazon.com>
* Fix the AssetFileInfoListComparisonTest fixture to not hardcode the PC platform
Signed-off-by: Chris Burel <burelc@amazon.com>
NOTE: The memory driller is still intact for now to avoid needing to
modify allocators, but the frame/cpu portions of driller and the
standalone executable are now gone.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
* updates to camera tests to support different delta times and some further tidy-up
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* support variable delta time in mouse move test
Signed-off-by: hultonha <hultonha@amazon.co.uk>
In preparation for a prototype Terrain Gem to get submitted, there are a few changes that are needed outside of the Terrain Gem as well:
The TerrainDataNotificationBus lives in AzFramework/Terrain, and needed to be extended to contain an optional OnTerrainDataChanged event to notify other systems when a terrain region has changed.
The HeightmapUpdateNotificationBus was removed, as this was a legacy file from the old already-removed terrain system.
The EditorWrappedComponentBase<> wrapper received a small optimization to ensure that ConfigurationChanged() is only called when the value of visibility actually changes. With prefabs, it appears that sometimes OnEntityVisibilityChanged could be called multiple times in a row with the same visibility value.
The TerrainSurfaceDataSystemComponent was updated to use the correct busses, and is ready to be moved to the Terrain Gem in a subsequent PR.
Signed-off-by: Mike Balfour 82224783+mbalfour-amzn@users.noreply.github.com
* fix for drift accumulating in the viewport camera
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix typo and update how events are stored
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* respond to PR feedback and fix linux and windows build issues
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix failing unit tests in camera input
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* Minimal TypeInfo header/reduce std interdependencies.
TypeInfoSimple.h is a small header that can replace the use of
TypeInfo.h in some cases.
Signed-off-by: Nemerle <nemerle5+git@gmail.com>
* Windows build fixed
Removed algorithm.h from string_view.h
smoke-test passed
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Resotore dynamic_pointer_cast in intrusive_ptr
Requested by reviewer.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
* Fix CI build
string.h - missed alogorithm.h, since it was removed from string_view
NodeWrapper.h - missing smart_ptr.h
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
Co-authored-by: Nemerle <nemerle5+git@gmail.com>
* 1. Initial support for loading dylibs outside the bundle.
2. Child processes inherit parent's environment if no environment is explicitly specified(should change to append the parent's environment even if environment variables are explicitly specified).
3. Update some time functions to use system uptime instead of wall clock time when computing elapsed time. This fixes false timeouts when the OS goes to sleep.
4. Increase wait times for AssetBuilders and some Atom tools to connect to the AssetProcessor. This is needed because GateKeeper slows down first time bootup which results in asset processing failures.
With this change we'll be able to run Editor and AssetProcessor from an install on Mac and we will also be able to build and run projects using the installed engine as an SDK.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Remove debug messages.
2. Fix license
3. Pass parent's environment variables to child processes by default(on Mac).
Signed-off-by: amzn-sj <srikkant@amazon.com>
* 1. Add more detailed comments.2. Use a custom ly_copy for Mac and leave the default as is.
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Address some feedback from review
Signed-off-by: amzn-sj <srikkant@amazon.com>
* Fix input not working in Ctrl-G mode after UI Editor is opened
Signed-off-by: abrmich <abrmich@amazon.com>
* Delete environment variable
Signed-off-by: abrmich <abrmich@amazon.com>
* Fixed AzToolsFramework unit tests.
Signed-off-by: moraaar <moraaar@amazon.com>
* Include missing header.
Signed-off-by: moraaar <moraaar@amazon.com>
* Using util's class to generate temp directory, instead of qt.
Signed-off-by: moraaar <moraaar@amazon.com>
* Added empty line
Signed-off-by: moraaar <moraaar@amazon.com>
* Fixed warning in MessageTest fixture that CacheProjectRootFolder was not set
Signed-off-by: moraaar <moraaar@amazon.com>
* Additional checks in CreateDefaultEditorEntity helper function.
Signed-off-by: moraaar <moraaar@amazon.com>
* Updated the AzToolsFrameworkTest logic to set the project cache path
The Project Cache Path and Project Path is set through the CommandLine functionality of the ComponentApplication.
This allows those Project Cache Path and Project Path to be set within the Settings Registry during the ComponentApplication constructor
Removed the explicitly calls to delete the temporary directory and fixed the ScopedTemporaryDirectory class to recursively delete the temporary directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Setup correctly @assets@ alias for PlatformAddressedAssetCatalogManagerTest and AssetSeedManagerTest fixtures.
- These 2 test fixtures need to manually set the @asset@ alias to not include the platform at the end (which it does by default), because they are looping over platforms in their setup.
- Also initializing pointers to nullptr, so if setup fail in the future the teardown doesn't crash trying to delete garbage.
Signed-off-by: moraaar <moraaar@amazon.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Inner scope numEnvironmentVars was shadowing the outer scope, and prevented env variable memory from being freed.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
In case an asset platform setting is missing it was supposed to be set to a 'pc' value.
Instead it was set to an empty string.
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
- Handle changing of active camera entirely inside CameraComponentController
- Remove a LOT of legacy Cry things related to cameras
- Add a CameraSystemComponent to handle ActiveCameraRequestBus and CameraSystemRequestBus
Signed-off-by: Yuriy Toporovskyy <toporovskyy.y@gmail.com>
* Temporary fix for Linux/Vulkan/XCB where the swap chain is not ready to present until the resize is complete
* Fix invalid GUID from LinuxXcbConnectionManager
Signed-off-by: spham-amzn <spham@amazon.com>
* Fixed the emplace function implementations for stack and queue
Cleaned up several functions in the stack, queue and priority_queue
classes that were non-standard or weren't needed.
Updated the "style" of the code to use more modern concepts: "typedef" ->
"using", empty constructor body -> default keyword.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Replaced the custom implementations of AZStd stack, (proirity)queue
Theses classes now have a template alias to the standard library version
of the classes
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Linear and angular motion of rigid bodies can now be restricted along
specific world-space axes.
Signed-off-by: Ibtehaj Nadeem <81370835+ibtehajn@users.noreply.github.com>
* Some var cleanup so it shows better-organized in cmake-gui. Some vars were also not following the namign convention we are using
Removed some unnecessary messaging
Fixed a TIF bug where it would report the wrong test in a message, fixed a message that was being triggered
Changed TIF to be enabled just by the binary so running the ci_build scripts locally doesnt trigger TIF messaging
Removed `LY_ENABLE_MULTIPLAYER_COMPRESSION`, it was not being used
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* handling case where a parameter can be empty
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* needs to be var name, not contents
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
* Add an Orthogonal Projection option to the Camera Gem
This adds a check-box to opt into an ortho projection along with a half-width parameter to adjust the size of the visible area. Includes some light tweaks to ensure debug rendering looks OK and that we generate a correct camera state for these non-perspective views.
Known issue: while in "Be this camera" mode in the Editor using an ortho projection manipulators aren't working correctly. This appears to be a downstream issue with CameraState consumers not actually checking the ortho flag.
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix some typos
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Account for reversed depth buffer
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Clarify depth reversal for MakeOrthographicMatrixRH
Signed-off-by: nvsickle <nvsickle@amazon.com>
- Add new Linux Trait to determine which display driver client API to use (only xcb supported for now)
- Add support for xcb connections (initial) for Linux/Vulkan
- Fix minor assertion caused by wrong use of sizeof
- Fix casing issue in a couple of material files (Linux is case sensitive)
* add typename for struct initializer
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* fix for ensuring while the camera is 'active', events are consumed and not propagated
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* refactor how we decide which priority to repsond to events to
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* also -> only
Signed-off-by: hultonha <hultonha@amazon.co.uk>
Engine improvements/fixes
Fixed behavior that made the editor automated test to be sometimes stuck if lost the focus is lost.
Added support for specifying multiple tests to in batch to the editor, this is achieved by passing --runpythontest with the tests separated by ';'
Added new cmdline argument --project-user-path for overriding the user path. This allows to have multiple editors running writing logs and crash logs in different locations.
Moved responsability of exiting after a test finishes/passes out of ExecuteByFilenameAsTest, callers will use the bool return to know if the test passed.
Editor test batch and parallelization implementation:
Now the external python portion of the editor tests will be specified via test specs which will generate the test. Requiring no code. This is almost a data-driven approach.
Tests can be specified as single tests, parallel, batchable or batchable+parallel
Command line arguments for pytest to override the maximum number of editors, disable parallelization or batching.
Automated tests for testing this new editor testing utility
Signed-off-by: Garcia Ruiz <aljanru@amazon.co.uk>
Co-authored-by: Garcia Ruiz <aljanru@amazon.co.uk>
* Terminate AssetProcessor when spawned by the parent project process
Signed-off-by: Jeremy Ong <jcong@amazon.com>
* Maintain default behavior (leaving AP running on quit)
To enable the autotermination feature, the ap_tether_lifetime CVAR is
provided.
Signed-off-by: Jeremy Ong <jcong@amazon.com>
There was a change in bahaviour to how files/directories were collected in the AZ::IO::FindData::Scan* functions which allowed the addition of duplicate entries. This created a problem when attempting a recursively greedy search with zips included because of the level system pak files. Their mount points would be the root "levels" folder, so for N-levels there would be N identical entries to the "levels" folder being added perpetually each time ScanZips was called on the "levels" folder or above folders with "*" filtering.
Letting the editor sit idle no longer sees the reported memory in the bottom status bar climb. Also, running the tests which prompted the initial change shows a negligible change in perf.
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.com
* Expose vsync interval with new cvar rpi_vsync_interval
On change, the rpi_vsync_interval is broadcasted to a new event on
the WindowNotificationBus and all swapchains are recreated with the
new vsync value.
Signed-off-by: Jeremy Ong <jeremycong@gmail.com>
* Add vsync interval support to the Vulkan RHI
Vsync intervals are not intrinsically supported using the Vulkan
swapchain extension. Instead, extra presents are enqueued for each
extra vblank requested past 1. Swapchain recreation is triggered
when transitioning to and from the FIFO presentation mode (when
rpi_vsync_interval transitions from and to 0 respectively).
Signed-off-by: Jeremy Ong <jeremycong@gmail.com>
* Rollback vsync > 1 implementation on Vulkan and leverage *Internal pattern
Signed-off-by: Jeremy Ong <jeremycong@gmail.com>
-Don't eat mouse/keyboard release events in the ViewportManipulatorController
-Do a key activity check in the LegacyViewportCameraController instead of checking state (this could be done elsewhere but it seems to be working as-is and is scheduled to go away)
-Ignore idle mouse delta updates sent to the modular camera controller
Signed-off-by: nvsickle <nvsickle@amazon.com>
-This includes implementations of the API for the Editor and Windows, all other platforms will have a 1.0 scale for now
Signed-off-by: nvsickle <nvsickle@amazon.com>
* updates to camera inputs
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update test names to include types
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* move all camera input controls to the settings registry
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* small fixes before PR
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add customization points for begin/end of camera input to all cursor customization
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* remove cursor experiments, use cursor bus
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* run clang-format
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* add additional unit tests for new camera behaviors
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* update test name to use snake_case to increase readability
Signed-off-by: hultonha <hultonha@amazon.co.uk>
* 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>
- 'Crytek application' is now 'O3DE application' in ISystem.h
- 'CryTek' is now 'O3DE' in ProjectDefines.h (comment)
- 'Crytek Legacy' is now 'O3DE Legacy' in LocalizedStringManager.cpp
- 'Crytek extended data' references are now 'O3DE extended data'
Signed-off-by: spham <spham@amazon.com>
* Removed a bit of dead legacy code
* Fixed entity references during spawning
Entities that had references to other entities that hadn't been spawned yet weren't getting their IDs remapped correctly, since the new ID wasn't available yet. By pre-generating the full set of IDs, the references now remap correctly.
* Fixed up Entity References to work across multiple SpawnEntities calls
With SpawnEntities, entity references need to forward-reference to the *first* entity spawned, then from that point on backwards-reference to the *last* entity spawned. Added that logic, along with some initial unit tests for SpawnAllEntities.
* Added more unit tests for SpawnEntities / SpawnAllEntities
* - Fix the second window related tabbing issue
- Merge calls to UseResoources acrooaa all the SRGs
- Move SamplerCache to the device to ensure only one cache to reduce duplication
- Fixes to compute threading numbers getting reset to 0,0,0
- Cleanup withing BufferPoolResolver
- Argument buffers are now queued to be cleaned up upon shutdown
* ensure the new camera respects changing ui values and move camera settings to the settings registry
* factor out creation of modular camera controller
* small updates before posting PR
* updates following review feedback
* updates following review feedback
* {LYN-4224} Fix for the file scan slowdown (#1183)
* {LYN-4224} Fix for the file scan slowdown
* Fixed a slowdown in the file scanning logic
* Improved the file scanning logic from previous code by 40%
Tests:
Using Testing\Pytest\AutomatedTesting_BlastTest
old code:
=== 7 passed in 96.13s (0:01:36) ===
current code:
=== 7 passed in 160.45s (0:02:40) ====
newest code:
=== 7 passed in 52.91s ===
* fixing a unit test compile error
* unit test fixes
* another file improvement
* fix for legacy level loading taking too long
* making an enum for the search types
* switched the enum to "allow" types to make the input more clear
* got rid of orphaned const variables
* Fix Delete_Real_Readonly_Fails to mark parent directory as read-only as well
Read-only files in Windows cannot be deleted. The previous version of this
code relied on that fact, and would attempt to delete a file even when
`skipReadOnly = true`, relying on the OS to refuse to delete the file if it
is read only. On Linux, it is the writable state of the *directory* that
determines if a file can be deleted or not. This fixes the test to set up
the correct situation where a file deletion would fail.
* Remove excluded items from a vector before iterating over it
Removing items from the `pathMatches` `QStringList` while iterating over it
was causing a segfault on Linux. This change separates out the item removal
from the item iteration, which allows the item iteration loop to use a
range-for loop instead of directly manipulating iterators.
* Remove invalid test that asserts a file's metadata file can have differing file casing
This test is asserting that a given source file and its accompanying
metadata file can have the the same name but differing case. This is really
testing whether or not the underlying filesystem that those files live on
is case sensitive or not. The 99% chance is that users are using the
default filesystem that their host OS gives them, NTFS on Windows, EXT* on
Linux, and APFS on Mac. Even though NTFS is case-insensitive by default,
it [can be configured per-directory](https://devblogs.microsoft.com/commandline/improved-per-directory-case-sensitivity-support-in-wsl/).
APFS as well can be configured to be case-sensitive. For users with case
sensitive filesystems, this test makes no sense. We could extend this test
to inspect the case-sensitivity of the underlying filesystem, but then it
is just testing the filesystem's behavior, which seems out of scope of this
test.
* Use a non-priviliged port for the Asset Processor tests
From https://www.w3.org/Daemon/User/Installation/PrivilegedPorts.html:
> The TCP/IP port numbers below 1024 are special in that normal users are not
> allowed to run servers on them. This is a security feaure, in that if you
> connect to a service on one of these ports you can be fairly sure that you
> have the real thing, and not a fake which some hacker has put up for you.
>
> When you run a server as a test from a non-priviliged account, you will
> normally test it on other ports, such as 2784, 5000, 8001 or 8080.
* Fix for `QDir::rmdir(".")` not working in Linux
Qt uses `::rmdir` to remove directories on Linux. This comes from
[unistd.h](https://pubs.opengroup.org/onlinepubs/007904875/functions/rmdir.html)
The documentation for that function states:
> If the path argument refers to a path whose final component is either dot
> or dot-dot, rmdir() shall fail.
So calling `dir.rmdir(".")` will never work on Linux.
Instead, get the parent directory, and remove the child directory by name.
* Avoid lowercasing source asset paths when resolving dependencies
Source asset paths may be case sensitive, so their case must be preserved
when doing operations that hit the underlying filesystem. This method was
always lowercasing them, which would cause dependencies to not be found.
* Correct test to expect product filenames to be lowercase
The modtime tests were failing in Linux due to something unrelated to file
modtime checking. The Asset Processor Manager does this during AnalyzeJob:
```
if (foundInDatabase && jobs[0].m_fingerprint == jobDetails.m_jobEntry.m_computedFingerprint)
{
// If the fingerprint hasn't changed, we won't process it.. unless...is it missing a product.
```
In this case, the test was setting up a product whose file case was the
same as the source asset, and would write it to the cache dir using mixed
case, but use the normal asset processor API to write the product file path
to the database, which recorded the path in lowercase. When the manager
then went to check if the source asset's products all exist, it checked the
lowercase path, which didn't exist.
This fixes that test failure, by updating the test to write the product
file to the cache using the proper lowercased path.
* Update test to define a "not current platform" for Linux
This test was failing because it was setting some "not current platform"
variable to be set to "pc" on Linux, when
`AssetSystem::GetHostAssetPlatform()` is defined to:
```cpp
inline const char* GetHostAssetPlatform()
{
return "mac";
return "pc";
// set this to pc because that's what bootstrap.cfg currently defines the platform to "pc", even on Linux
return "pc";
#error Unimplemented Host Asset Platform
}
```
The test would go on to assert that "pc" was simultaneously in a list and
not in the same list.
This fixes the test by updating the code to set the "not the current
platform" variable appropriately on Linux.
The expectations were also updated to improve the output on test failure.
Instead of this:
```
Value of: recogs["rend"].m_platformSpecs.contains(platformWhichIsNotCurrentPlatform)
Actual: true
Expected: false
```
You now get this:
```
Value of: recogs["rend"].m_platformSpecs.keys()
Expected: (has 3 elements and there exists some permutation of elements such that:
- element #0 is equal to pc, and
- element #1 is equal to es3, and
- element #2 is equal to server) and (doesn't contain any element that is equal to pc)
Actual: { pc, server, es3 } (of type QList<QString>), whose element #0 matches
```
* Prevent windows supported path separators to be included in the test paths for UpdateToCorrectCase_ExistingFile_ReturnsTrue_CorrectsCase
* Fix failing linux unit test "PlatformConfigurationUnitTests.TestFailReadConfigFile_RegularScanfolder"
caused by static variable not being reset from a different test run when using AssetUtilities::ComputeProjectPath
* Fix AZ_RTTI declaration for RequestEscalateAsset Message
* Implement FileWatcher for Linux to fix AssetProcessorMessages.All test (RequestAssetStatus)
* Split AssetProcessorMessages into 2 tests, one with RequestAssetStatus/ResponseAssetStatus and one without
Add The RequestAssetStatus/ResponseAssetStatus as a sandbox test because it relies on FileWatcher thread and seems to be timing related
* Remove FileWatcher_win.cpp from the Linux specific folder for FileWatcher
* - Fix build error related to non-unity builds
- Fixed failed linux test 'Test/LegacyTestAdapter.AllTests/UtilitiesUnitTest' caused by misplaced windows only EXPECT
- Remove test trait AZ_TRAIT_DISABLE_FAILED_ASSET_PROCESSOR_TESTS for linux to expose remaining failed tests
* Fixed failed linux test 'Test/LegacyTestAdapter.AllTests/RCcontrollerUnitTests' caused by misplaced windows only EXPECT
* - Fix FileWatcher unit test, disable incompatible subtests for Linux
- Fix errors in FileWatcher_linux from results of the FileWatcher Unit Test
* Remove AZ::AssetProcessor.Tests.Sandbox tests from definition and restore the original AssetProcessorMessages.All tests now that Filewatcher_linux was fixed
* Fixes for failed unit tests: AssetProcessorManagerUnitTests and AssetProcessorManagerUnitTests_JobDependencies_Fingerprint
- Caused by differences between between case-sensitive files (Linux) and non-case-sensitive Filesystems (Windows)
* Update consts in FileWatcher_linux.cpp to constexpr
* Fixes related to PR comment suggestions
* - Removed std::bind and replaced with lambda in FileWatcher_linux
- Replaced String replace functions for path separators to use AZ::IO::Path::LexicallyNormal() instead
* Restoring string replace function in PathDependencyManager::ResolveDependencies due to unit test failure
Co-authored-by: Chris Burel <burelc@amazon.com>
* {LYN-4224} Fix for the file scan slowdown
* Fixed a slowdown in the file scanning logic
* Improved the file scanning logic from previous code by 40%
Tests:
Using Testing\Pytest\AutomatedTesting_BlastTest
old code:
=== 7 passed in 96.13s (0:01:36) ===
current code:
=== 7 passed in 160.45s (0:02:40) ====
newest code:
=== 7 passed in 52.91s ===
* fixing a unit test compile error
* unit test fixes
* another file improvement
* fix for legacy level loading taking too long
* making an enum for the search types
* switched the enum to "allow" types to make the input more clear
- Added button to PhysX Collider Component in PhysX Mesh's field to open FBX Settings.
- Added button Material Selection to open the physics material library in Asset Editor.
- Default Material in PhysX configuration is read only and consistent with the text in combo boxes.
- Material configuration field "Surface Type" renamed to "Name"
- Fixed bug in EditorColliderComponent where the material selection was not updated when changing the library.
- Fixed bug where the materials selection was not set to default when a physics material from the asset was not found in the library.
- Added attributes 'BrowseButtonEnabled' and 'BrowseButtonVisible' to PropertyAssetCtrl.
- Updated physx configuration setreg files of AutomatedTesting project.
- Added back the' Physics Materials from Asset' tick in the collider components.
- Made physics materials names case insensitive.
- Refactored how to gather material information from fbx and used the same code for exporter and physx groups.
The calls AddOnSpawnedHandler and AddOnDespawnedHandler were removed from the SpawnableEntitiesInterface. These functions will eventually be called from multiple threads and AZ::Event currently doesn't have a thread-safe version to support this. There's also a performance concern as these callbacks are called for each individual (de)spawn requests which can lead to multiple handlers being called without information that's relevant to the callback. It would be better to batch up all (de)spawn requests per ProcessQueue call and only have a single event do a single signal. Since both events are currently not being used they have been removed for now, but can be introduced -with the previously mentioned concerns in mind- when needed.
* {LYN-4230} Fixed loading *.pak files in Release builds
* Helios - Release mode should load all *.pak files
* Tests: made a separate installation folder with a reduced "engine.pak" and a full "game.pak" which loads in release
* added unit test to regress the bug fix
* formatting changes to AzToolsFramework viewport related types + API comment style updates
* minor format change - include ordering
* improve formatting by moving comment
* fix compile error and switch to use AZ_Printf
* small polish changes after review feedback
* Fix recursive attempts to open the log file in the GameLauncher
The AzFramework Application has been updated to default the @user@ and
@log@ aliases to the <engine-root>/user and <engine-root>/user/log
folder respectively if a project isn't set.
Fixed the SystemFile class to support negative offsets if Seek() as per
standard seek function such as fseek
Updated the CrySystem CLog class to use SystemFile instead of FileIOBase
to avoid any asserts that would cause CLog::OpenFile to be recursively
called infinitely
* Removing unused Force Closed variable
* AZ::IO::SystemFile build fixes for Unix platforms. Added a copy constructor for LUAEditorContextInterface.h to fix the LuaEditor build
* Adding missing includes to the WindowsAPI and Android SystemFile headers
The following was changed:
- The remapper in AZ::IdUtils now has an additional argument to tell it what to do when it encounters the same source entity id. The original behavior of ignoring the new entity id and returning the first occurrence is the default. The alternative behavior is to store the last known entity id and return that instead.
- Split the optional arguments for SpawnAllEntities and SpawnEntities.
- SpawnEntities now has an option to continue with the entity mapping from a previous spawn call or to start with a fresh mapping. The latter is the default as the former will come at a performance cost since the mapping table has to be reconstructed.
- Entities spawned using SpawnEntities and ReloadEntities now also get the correct entity mapping applied.
- Added several new unit tests to cover most of the new functionality.
- Fixed some places where the older API version was still called.
This change makes it possible to provide a Serialize Context for spawning entities from spawnables. This also removes the need for the Serialize Context to be retrieved multiple times per frame.