* Clear build and Cache directories when copying or moving projects
Signed-off-by: nggieber <nggieber@amazon.com>
* Updated tests for moving projects and Added tests for copying projects and skipping build files
Signed-off-by: nggieber <nggieber@amazon.com>
* Address PR feedback and fix a few minor UX issues, and request project be rebuild after copying or moving
Signed-off-by: nggieber <nggieber@amazon.com>
* Include ProjectInfo.h in ProjectUtils.h so linux will compile
Signed-off-by: nggieber <nggieber@amazon.com>
* Determine the original vertex index based on the position
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
* Don't attempt to weld similar vertices if there's blendshapes
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add logging call to show mesh optimizer effect on vertex count
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a bunch of temporaries in order to make `position` `const`
Signed-off-by: Chris Burel <burelc@amazon.com>
* Supply the vertex index remapping to the optimized skin weights
This ensures that the optimized skin weights use the vertex indexes from
the optimized mesh
Signed-off-by: Chris Burel <burelc@amazon.com>
* Update the Mac Editor plist application bundle identifier to be different than Lumberyard
Fix the editor to have runtime dependencies on the scene modules.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Fix Metal RHI calling unsupported timestamp query api on M1 Macs.
Add Query for Timestamps supported on device initialization.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Remove AZ::Scene* runtime dependencies from EmotionFX gem and add AZ::SceneUI as a runtime dependency of SceneProcessing::Editor module.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* {LYN-4514} Engine updates to enable PAB for the Blast Gem
* Engine updates to enable Python Asset Building for the Blast Gem
* added API to detect IsPythonActive()
* ExportProductList behavior
* scene manifest usage of generated assetinfo
* updated ScriptProcessorRuleBehavior to handle OnPrepareForExport
Tests: new tests for scene behavior via ExportProduct
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* updated base on PR feedback
added more comments for IsPythonActive()
added a serializeContext for export product list
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* Make Viewport input events fully Qt based.
This should fix an issue with Qt touch event -> mouse event translation in the Editor, and may also fix issues with the Mac Editor and remote desktop (though, lacking the requisite hardware, I can test precisely none of these things personally).
See https://github.com/o3de/o3de/issues/1889
- Adapted LegacyViewportCameraController to use Movement::X & Y (mostly for testing purposes, it's on the slate for being removed soon)
- Moved cursor capture logic from RenderViewportWidget into QtEventToAzInputManager so that it can make sure it generates correct movement deltas
- Removed ViewportMouseCursorRequests::PreviousViewportCursorScreenPosition to have our viewport controllers use our dedicated Movement::X and Y channels instead, which will work in the launcher
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Address review feedback
Signed-off-by: nvsickle <nvsickle@amazon.com>
* Fix Linux build
Signed-off-by: nvsickle <nvsickle@amazon.com>