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o3de/Gems/Multiplayer/Code
lumberyard-employee-dm 18ea4ba6a8
Added a CriticalAssetsCompiled Lifecycle event (#6469)
The CriticalAssetsCompiled event can be handled to detect when the
AssetProcessor has finished processing Critical Assets

Also with the new event, an audit has been performed over all the
locations where the AssetCatalogEventBus OnCatalogLoaded event was being
handle to make sure it was the proper event to use.
If the handler was actually examing the enumerating over the full
catalog or querying all assets within the catalog, then it was a proper
use.
For handlers that were interested in a particular asset it was not

Moreover added implementations of `OnCatalogAssetChanged` and
`OnCatalogAssetAdded` to the FileTagComponent and the MaterialViewportComponent.

Any applications which uses the AtomToolsApplication
class(MaterialEditor, AtomSampleViewerStandalone,
ShaderMangementConsole) now signals a "CriticalAssetsCompiled" lifecycle
event as well as loads the "assetcatalog.xml" if it exists.

The Launcher application signals the "CrticalAssetsCompiled" event and
reloads the "assetcatalog.xml" for the ${project}.GameLauncher and
${project}.ServerLauncher in Launcher.cpp

Finally the Editor signals the "CriticalAssetsCompiled" and reloads the
"assetcatalog.xml" in CryEdit.cpp

resolves #6093

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
..
Include/Multiplayer Small formatting fix to jinja for autocomponent's behavior context 4 years ago
Source Added a CriticalAssetsCompiled Lifecycle event (#6469) 4 years ago
Tests Fixed build issues with Spawnable Entity Aliases. 4 years ago
CMakeLists.txt Cherry-picking some changes from stabilization into development (#5810) 4 years ago
multiplayer_autogen_files.cmake Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
multiplayer_debug_files.cmake Hierarchy imgui debugger, first take 4 years ago
multiplayer_editor_shared_files.cmake Adding EditorPython methods to Multiplayer gem for launching the editor gamemode with a server. Adding a test for networkinput with scriptcanvas to ensure the autonomous client can create input and that the server can receive and process the input via script canvas. 4 years ago
multiplayer_files.cmake merging latest development 4 years ago
multiplayer_shared_files.cmake Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
multiplayer_tests_files.cmake Merge pull request #4425 from aws-lumberyard-dev/NetHierarchyInput 4 years ago
multiplayer_tools_files.cmake Refactored away circular dependencies in Multiplayer gem. 4 years ago
multiplayer_tools_tests_files.cmake Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago