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591 lines
16 KiB
INI
591 lines
16 KiB
INI
; ---- Enable/Disable platforms for the entire project. AssetProcessor will automatically add the current platform by default.
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; PLATFORM DEFINITIONS
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; [Platform (unique identifier)]
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; tags=(comma-seperated-tags)
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;
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; note: the 'identifier' of a platform is the word(s) following the "Platform" keyword (so [Platform pc] means identifier
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; is 'pc' for example. This is used to name its assets folder in the cache and should be used in your bootstrap.cfg
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; or your main.cpp to choose what assets to load for that particular platform.
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; Its primary use is to enable additional non-host platforms (Ios, android...) that are not the current platform.
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; note: 'tags' is a comma-seperated list of tags to tag the platform with that builders can inspect to decide what to do.
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; while builders can accept any tags you add in order to make decisions, common tags are
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; tools - this platform can host the tools and editor and such
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; renderer - this platform runs the client engine and renders on a GPU. If missing we could be on a server-only platform
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; mobile - a mobile platform such as a set top box or phone with limited resources
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; console - a console platform
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; server - a server platform of some kind, usually headless, no renderer.
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[Platform pc]
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tags=tools,renderer,dx12,vulkan
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[Platform es3]
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tags=android,mobile,renderer,vulkan
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[Platform ios]
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tags=mobile,renderer,metal
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[Platform osx_gl]
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tags=tools,renderer,metal
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; this is an example of a headless platform that has no renderer.
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; To use this you would still need to make sure 'assetplatform' in your startup params in your main() chooses this 'server' platform as your server 'assets' flavor
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[Platform server]
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tags=server,dx12,vulkan
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; this section allows you to turn on various platforms in addition to the host platform you're running on
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; 'enabled' is AUTOMATICALLY TRUE for the current platform that you are running on, so it is not necessary to force it to true for that platform
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; To enable any additional platform, just uncomment the appropriate line below.
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[Platforms]
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;pc=enabled
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;es3=enabled
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;ios=enabled
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;osx_gl=enabled
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;jasper=enabled
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;provo=enabled
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;salem=enabled
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;server=enabled
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; ---- The number of worker jobs, 0 means use the number of Logical Cores
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[Jobs]
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minJobs=1
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maxJobs=0
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; cacheServerAddress is the location of the asset server cache.
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; Currently for a network share server this would be the absolute file path to the network share folder.
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[Server]
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;cacheServerAddress=
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; ---- add any metadata file type here that needs to be monitored by the AssetProcessor.
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; Modifying these meta file will cause the source asset to re-compile again.
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; They are specified in the following format
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; metadata extension=original extension to replace
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; if the metadata extension does not replace the original, then the original can be blank
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; so for example if your normal file is blah.tif and your metafile for that file is blah.tif.exportsettings
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; then your declaration would be exportsettings= ; ie, it would be blank
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; however if your metafile REPLACES the extension (for example, if you have the file blah.i_caf and its metafile is blah.exportsettings)
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; then you specify the original extension here to narrow the scope.
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; If a relative path to a specific file is provided instead of an extension, a change to the file will change all files
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; with the associated extension (e.g. Animations/SkeletonList.xml=i_caf will cause all i_caf files to recompile when
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; Animations/SkeletonList.xml within the current game project changes)
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[MetaDataTypes]
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exportsettings=
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animsettings=i_caf
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Animations/SkeletonList.xml=i_caf
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cbc=abc
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fbx.assetinfo=fbx
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; ---- add any folders to scan here. The priority order is the order they appear here
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; available macros are
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; @ROOT@ - the location of engineroot.txt
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; @GAMENAME@ - the name of the current game project, for example 'RPGSample'
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; note that they are sorted by their 'order' value, and the lower the order the more important an asset is
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; lower order numbers override higher ones.
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; If specified, output will be prepended to every path found in that recognizer's watch folder.
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; Note that you can also make the scan folder platform specific by using the keywords include and exclude.
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; Both include and exclude can contain either platform tags, platform identifiers or both.
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; if no include is specified, all currently enabled platforms are included by default.
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; If includes ARE specified, it will be filtered down by the list of currently enabled platforms.
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; [ScanFolder (unique identifier)]
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; include = (comma seperated platform tags or identifiers)
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; exclude = (comma seperated platform tags or identifiers)
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; For example if you want to include a scan folder only for platforms that have the platform tags tools and renderer
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; but omit it for platform osx_gl, you will have a scanfolder rule like
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; [ScanFolder (unique identifier)]
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; watch=@ROOT@/foo
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; include = tools, renderer
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; exclude = osx_gl
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[ScanFolder Game]
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watch=@ROOT@/@GAMENAME@
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display=@GAMENAME@
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recursive=1
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order=0
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; gems will be auto-added from 100 onwards
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[ScanFolder Root]
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watch=@ROOT@
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recursive=0
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order=10000
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[ScanFolder Engine]
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watch=@ENGINEROOT@/Engine
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recursive=1
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order=20000
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[ScanFolder Editor]
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watch=@ENGINEROOT@/Editor
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output=editor
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recursive=1
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order=30000
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include=tools,renderer
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;Excludes files that match the pattern or glob
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; if you use a pattern, remember to escape your backslashes (\\)
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[Exclude _LevelBackups]
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pattern=.*\\/Levels\\/.*\\/_savebackup\\/.*
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[Exclude _LevelAutoBackups]
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pattern=.*\\/Levels\\/.*\\/_autobackup\\/.*
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[Exclude HoldFiles]
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pattern=.*\\/Levels\\/.*_hold\\/.*
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[Exclude TempFiles]
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; note that $ has meaning to regex, so we escape it.
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pattern=.*\\/\\$tmp[0-9]*_.*
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[Exclude AlembicCompressionTemplates]
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pattern=.*\\/Presets\\/GeomCache\\/.*
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[Exclude TmpAnimationCompression]
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pattern=.*\\/Editor\\/Tmp\\/AnimationCompression\\/.*
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[Exclude EventLog]
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pattern=.*\\/Editor\\/.*eventlog\\.xml
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[Exclude GameGemsCode]
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pattern=.*\\/Gem\\/Code\\/.*
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[Exclude GameGemsResources]
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pattern=.*\\/Gem\\/Resources\\/.*
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[Exclude Private Certs]
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pattern=.*\DynamicContent\\/Certificates\\/Private\\/.*
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[Exclude CMakeLists]
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pattern=.*\\/CMakeLists.txt
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[Exclude CMakeFiles]
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pattern=.*\\/.*\\.cmake
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;------------------------------------------------------------------------------
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; Large Worlds Test
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;------------------------------------------------------------------------------
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[Exclude Work In Progress Folders]
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pattern=.*\\/WIP\\/.*
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[Exclude Content Source Folders]
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pattern=.*\\/CONTENT_SOURCE\\/.*
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[Exclude Art Source Folders]
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pattern=.*\\/ArtSource\\/.*
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;------------------------------------------------------------------------------
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; RC params mapping examples
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;------------------------------------------------------------------------------
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; note that productAssetType is a means of setting the output asset Type (as in AZ::Data::AssetType) of a simple job
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; and is the recommended way to specify that a certain kind of file (such as '*.myextension') becomes registered as the
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; actual UUID of that type in the engine itself.
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; Use a regex for matching files, same params for all platforms
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;[RC TGAs]
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;pattern=.+\\.tga$
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;params=/tga /texture
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; Use a glob, have special params for es3 platform
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;[RC TIFFs]
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;glob=*.tif
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;params=/texture
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;es3=/pvrt
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; You can also modify a version to compile all matching files again
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; By default the version is empty
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;[RC tif]
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;glob=*.tif
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;params = \\someparams
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;version =1.0
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; This will make the AssetProcessor compile all the .tif files again
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; you can also optionally supply a priority.
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; this is used to sort jobs when no other external circumstance sorts them
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; for example, copy jobs will be higher in priority than other jobs that are not copy jobs
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; however if they're both copy jobs or both not, and no other circumstances apply, then priority will be used.
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; default priority is zero if not specified
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; you can specify an option to skip processing for a file type based on the platform.
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; for example, if you dont want to process tif files for ios, you can make tif files
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; process on any platform except for ios:
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;[RC tif]
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;glob=*.tif
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;params = \\someparams
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;ios=skip
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; you can specify an option to output product dependencies for a copy job.
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; please note that you only need to set this option when cry code is required to parse the asset.
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; otherwise product dependencies will be output automatically by the CopyDependencyBuilder.
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; for example, if you want to output the product dependencies for font assets:
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;[RC font]
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;glob=*.font
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;params=copy
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;outputProductDependencies=true
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; you can also specify an option to make all jobs critical that matches some pattern/glob.
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; for example, if you want to make all png files critical than set critical to true.
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; Note that by default all copy jobs are critical.
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; Critical jobs are processed before non critical jobs and also prevent the runtime or editor from starting until they are all complete.
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;[RC png]
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;glob=*.png
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;params = \\someparams
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;critical=true
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; you can also specify an option to make all the job store in the asset server cache location if you are running AP in server mode.
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; For example, if you want to store all png jobs in the asset server cache location including their logs, you can set checkServer = true.
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; The client(i.e if you are running AP in non-server mode) will also check for this flag to know which jobs to fetch from the asset server cache location.
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; if unsucessful, it will process the job locally as usual.
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;[RC png]
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;glob=*.png
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;params = \\someparams
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;critical=true
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;checkServer=true
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; note that the FULL PATH to the file will be used as the match, not the relative path
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; so ensure start your patterns with .* or as appropriate.
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; Also, any rules which match will apply - so if you have two rules which both apply to PNG files for example
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; but you only want one, you might want to use exclusion patterns:
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;Example: process everything EXCEPT the ones in the libs/ui folder with these params
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;[RC png-normal]
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;pattern=(?!.*libs\\/ui\\/).*\\.png
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;params=/imagecompressor=CTSquish /streaming=0
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;lockSource=true
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;Example: Process everything in the libs/ui folder with linear color space
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;[RC png-ui]
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;pattern=(.*libs\\/ui\\/).*\\.png
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;params=/imagecompressor=CTSquish /streaming=0 /colorspace=linear,linear
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;lockSource=true
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; More example Regexes:
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; pattern=(?!(.*libs\\/ui\\/)|(.*editor\\/).*\\.png
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; This pattern will not match anything with editor/ or libs/ui/ in it
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; pattern=((.*libs\\/ui\\/)|(.*editor\\/).*\\.png
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; This pattern will only match anything with editor/ or libs/ui/ in it
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;Give every [Section Name] its own unique Name or else they will overwrite each other!
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[RC i_caf]
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glob=*.i_caf
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params=/cafAlignTracks=1 /animConfigFolder=Animations /skipdba=1 /refresh=1
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; force server to send the 'pc' platform to RC.EXE so it compiles the same as PC.
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server=/cafAlignTracks=1 /animConfigFolder=Animations /skipdba=1 /refresh=1 /p=pc
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priority=5
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productAssetType={6023CFF8-FCBA-4528-A8BF-6E0E10B9AB9C}
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[RC caf]
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glob=*.caf
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params=copy
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productAssetType={6023CFF8-FCBA-4528-A8BF-6E0E10B9AB9C}
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; same as above
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[RC mp4]
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glob=*.mp4
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params=copy
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productAssetType={DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}
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[RC mkv]
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glob=*.mkv
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params=copy
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productAssetType={DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}
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; same as above
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[RC webm]
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glob=*.webm
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params=copy
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productAssetType={DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}
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; same as above
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[RC mov]
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glob=*.mov
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params=copy
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productAssetType={DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}
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; same as above
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[RC bk2]
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glob=*.bk2
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params=copy
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productAssetType={BF4879B9-B893-41D2-80E9-24A7BDCD2B50}
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[RC img]
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glob=*.img
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params=copy
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[RC dba]
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glob=*.dba
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params=copy
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productAssetType={511562BE-65A5-4538-A5F1-AC685366243E}
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version=2
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[RC cgf]
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glob=*.cgf
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params=/VertexPositionFormat=exporter /VertexIndexFormat=u32
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; on server, feed rc.exe the param /p=pc to force it to compile assets for server platform in pc format.
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server=/VertexPositionFormat=exporter /VertexIndexFormat=u32 /p=pc
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lockSource=true
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priority=10
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; allow CGF files to compile first, so untextured models appear before their textures for faster startup
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; other available params: /SplitLODs=1
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[RC surfaceTagNameList]
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glob=*.surfaceTagNameList
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params=copy
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productAssetType={A471B2A9-85FC-4993-842D-1881CBC03A2B}
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[RC gradImageSettings]
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glob=*.gradimagesettings
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params=copy
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productAssetType={B36FEB5C-41B6-4B58-A212-21EF5AEF523C}
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[RC fbx]
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glob=*.fbx
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; Priority set to 9 so its "before" things like materials but after things like actors and motions (which build using a proper AssetBuilderSDK builder and thus are not in this file)
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priority=9
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version=5
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[RC chr]
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glob=*.chr
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params=copy
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productAssetType={60161B46-21F0-4396-A4F0-F2CCF0664CDE}
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version=2
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[RC skin]
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glob=*.skin
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params=copy
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[RC cfi]
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glob=*.cfi
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params=copy
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[RC cfx]
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glob=*.cfx
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params=copy
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[RC cfr]
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glob=*.cfr
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params=copy
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; Warning: If you change the VertexIndexFormat, make sure you update the vtx_idx typedef in Code\CryEngine\CryCommon\ProjectDefines.h
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[RC abc]
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glob=*.abc
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params=/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u32
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console=/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u32
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mobile=/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u16
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version=3
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server=skip
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[RC png-entityicon]
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pattern=(.*EntityIcons\\/).*\\.png
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productAssetType={3436C30E-E2C5-4C3B-A7B9-66C94A28701B}
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params=skip ; only tools-supporting platforms should copy this file. Everyone else can skip.
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tools=copy
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[RC usm]
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glob=*.usm
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params=copy
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server=skip
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[RC animevents]
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glob=*.animevents
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params=copy
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productAssetType={C1D209C1-F81A-4586-A34E-1615995F9F3F}
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version=2
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[RC adb]
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glob=*.adb
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params=copy
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productAssetType={50908273-CA36-4668-9828-15DD5092F973}
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[RC bspace]
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glob=*.bspace
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params=copy
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[RC cdf]
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glob=*.cdf
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params=copy
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productAssetType={DF036C63-9AE6-4AC3-A6AC-8A1D76126C01}
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; note - this used to be skinnedMeshAsset but its now Character Definition File specific.
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; .skin has its own type.
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[RC chrparams]
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glob=*.chrparams
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params=copy
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productAssetType={4BBB785A-6824-4803-A607-F9323E7BEEF1}
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version=2
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[RC comb]
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glob=*.comb
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params=copy
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[RC dlg]
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glob=*.dlg
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params=copy
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[RC csv]
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glob=*.csv
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params=copy
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[RC json]
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glob=*.json
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params=copy
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[RC lmg]
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glob=*.lmg
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params=copy
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[RC smtl]
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glob=*.smtl
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params=copy
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[RC sub]
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glob=*.sub
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params=copy
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productAssetType={71F9D30E-13F7-40D6-A3C9-E5358004B31F}
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version=2
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[RC sbsar]
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glob=*.sbsar
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params=copy
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[RC loc.agsxml]
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glob=*.loc.agsxml
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params=copy
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version=1
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[RC node]
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glob=*.node
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params=copy
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[RC veg]
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glob=*.veg
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params=copy
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[RC dat]
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glob=*.dat
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params=copy
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[RC lut]
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glob=*.lut
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params=copy
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[RC txt]
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pattern=^(?!.*PreloadLibs.txt).*\\.txt
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params=copy
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[RC cal]
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glob=*.cal
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params=copy
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[RC grp]
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glob=*.grp
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params=copy
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productAssetType={7629EDD3-A361-49A2-B271-252127097D81}
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version=2
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[RC xls]
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glob=*.xls
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params=copy
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[RC ini]
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glob=*.ini
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params=copy
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[RC ttf]
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glob=*.ttf
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params=copy
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[RC otf]
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glob=*.otf
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params=copy
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[RC ext]
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glob=*.ext
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params=copy
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[RC pak]
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; Copy all pak files except level.pak, level.pak has its own builder.
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pattern=^((?!\\/level\\.pak).)*\\.pak$
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params=copy
|
|
|
|
[RC ctc]
|
|
glob=*.ctc
|
|
params=copy
|
|
|
|
[RC uiprefab]
|
|
glob=*.uiprefab
|
|
params=copy
|
|
server=skip
|
|
|
|
[RC sprite]
|
|
glob=*.sprite
|
|
params=copy
|
|
server=skip
|
|
|
|
[RC bin]
|
|
glob=*.bin
|
|
params=copy
|
|
|
|
[RC inputbindings]
|
|
glob=*.inputbindings
|
|
params=copy
|
|
productAssetType={25971C7A-26E2-4D08-A146-2EFCC1C36B0C}
|
|
|
|
[RC physmaterial]
|
|
glob=*.physmaterial
|
|
params=copy
|
|
productAssetType={9E366D8C-33BB-4825-9A1F-FA3ADBE11D0F}
|
|
|
|
[RC ocm]
|
|
glob=*.ocm
|
|
params=copy
|
|
|
|
; Feature tests use the raw .tif files for the golden image comparison
|
|
[RC goldenimages]
|
|
pattern=.*GoldenImages\\/.*\\.tif
|
|
params=copy
|
|
server=skip
|
|
|
|
; Copy over certificates for use with FileDataSource
|
|
[RC CertificatePEM]
|
|
glob=*.pem
|
|
params=copy
|
|
|
|
; Copy over certificates for use with Dynamic Content
|
|
[RC CertificateDER]
|
|
glob=*.der
|
|
params=copy
|
|
|
|
[RC PhysXMeshAsset]
|
|
glob=*.pxmesh
|
|
params=copy
|
|
productAssetType={7A2871B9-5EAB-4DE0-A901-B0D2C6920DDB}
|
|
|
|
; Copy over cooked PhysX heightfield
|
|
[RC PhysX HeightField]
|
|
glob=*.pxheightfield
|
|
params=copy
|
|
productAssetType={B61189FE-B2D7-4AF1-8951-CB5C0F7834FC}
|
|
|
|
[RC filetag]
|
|
glob=*.filetag
|
|
params=copy
|
|
productAssetType={F3BE5CAB-85B7-44B7-9495-863863F6B267}
|
|
|
|
; Precompiled shader srg
|
|
[RC azsrg]
|
|
glob=*.azsrg
|
|
params=copy
|
|
productAssetType={F8C9F4AE-3F6A-45AD-B4FB-0CA415FCC2E1}
|
|
|
|
; Precompiled shader variant
|
|
[RC azshadervariant]
|
|
glob=*.azshadervariant
|
|
params=copy
|
|
productAssetType={9F4D654B-4439-4C61-8DCD-F1C7C5560768}
|