* This set of changes is work toward allowing release builds to work with asset bundler generated bundles and legacy, non-prefab levels. This requires some other in-flight changes before this work is complete.
Updated engine seed list + fixed automated test
ComponentApplicationLifecycle has the ability to automatically register events if asked to register a handler and the event doesn't exist. This is only intended for cases where you need to register a handler early in startup before the settings registry file is loaded.
Added two new lifecycle events: One after the system entity has been activated, and one after the system interface has been created.
If you load an archive before the system entity has been activated, archive.cpp caches information about those archives until that time, so it can finish registration. This is because the serialization system and BundlingSystemComponent both need to be available to do this registration, but the bundles have to be loaded before those are initialized so that the settings registry file can be loaded.
Fixed an error were mounted pak files were searching for levels.pak and not level.pak, and not finding them. I'm pretty sure this logic doesn't do anything functional either way, but I've been testing legacy levels with this change and they work now.
Moved wildcard pak loading to where engine.pak is loaded. This is because the settings registry file that defines the IO stack to spin up must be available early in application startup, and this file must be within a mounted pak file. If you're using asset bundler generated bundles, they need to be loaded at this time so that file can be loaded.
Atom's BootstrapSystemComponent.cpp no longer initializes on AssetCatalogLoaded, and instead initializes on the ApplicationLifecycle event SystemInterfaceCreated. This is because the base assetcatalog.xml file is really just a development time concept, this file should not be used in packaged release builds, because those builds will make use of delta catalogs in each bundle loaded. The asset catalog contains the list of all assets that were in the cache at development time, and this contains content that developers don't want to ship, and they may want to specifically hide from their customers, so data miners don't find secrets about upcoming game content.
Recovering from a branch that had incorrect DCO
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed an incorrect ebus disconnect and removed an include that's no longer needed
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Fixed a copy and paste typo from trying to recover the previous pull request
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated product IDs for the settings registry builder to no longer collide with the JSON builder. Now they are based on a hash of the configuration.
Updated the engine default seed list to include the new asset ID info for the renamed bootstrap file
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Updated the path to the application lifecycle events, because runtime settings aren't included in the merged bootstrap file.
Addressed some feedback on printing out a string view on an error
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Removed a test that uses old assets that aren't relevant. We may not need this test anymore, but if we do we've backlogged a task to create a new test to cover this behavior without using old assets.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renamed SystemInterfaceCreated event to LegacySystemInterfaceCreated
Removed SystemEntityActivated event. Now that I have the rest of the fixes in this pull request, this new event wasn't needed, the already existing SystemComponentsActivated event does what I need.
Changed list to vector
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
Merged overlapping profiler EBuses/Interfaces into AzCore
Fixed ambiguous LogLevel type in some unity file scenarios
Added cvar/console access for profiler capture
Added utilities for reflecting AZ::Interfaces through the BehaviorContext
Included profiler system sample python script
Signed-off-by: AMZN-ScottR 24445312+AMZN-ScottR@users.noreply.github.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>
This adds support for the `ap_tether_lifetime` cvar in Linux. It extends
the solution implemented in #2799 to add the same support on Linux.
Signed-off-by: Chris Burel <burelc@amazon.com>
• 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>
Entity aliases can now be updated as a reaction to the spawnable being loaded or at any other time afterwards through the Spawnable Entities Interface. Currently these changes are applied to the spawnable that owns the entity aliases, but once the Spawnable Entities Interface makes use of AzFramework::Scene a copy of the entity aliases should be stored in the scene and be updated instead of the spawnable.
This change also adds support for a load barrier, which acts the same as a regular barrier but also accounts for the spawnable being loaded and won't trigger the callback until has completed.
The return values in from the processing functions in the Spawnable Entities Manager now have a clearer return value to indicate whether a request has completed or is being re-queued.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
Entity aliases can be used to have a request to spawn an entity:
- spawn the original entity as normal
- be disabled
- redirected to another entity in another spawnable
- also spawn an entity from another spawnable
- add the components from an entity in another spawnable
An entity alias can indicate whether or not to load the spawnable dependency. If the spawnable dependency is loaded it will be loaded asynchronously because starting blocking loads in an asset handler can lead to deadlocks once there are no more jobs available to deserialize assets.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
The following has been changed:
- AssetDataStream can now return the stored streaming deadline and priority.
- RootSpawnable now has an event that's called just before root spawnable spawns entities. This is an immediate event unlike the other events that are queued.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>