* Fix several Prefab outliner ordering issues This change does a few things to address instability in entity order when prefabs are enabled: - Changes ordering behavior on entity add to always be "insert after the last selected sibling of the new entity, or at the end if there is no selected sibling" - Adds some logic to ensure selection stays frozen during prefab propagation to allow this behavior to be used - Alters delta generation in `PrefabPublicHandler::CreateEntity` to use the template instead of reserializing the DOM - this avoids a whole bunch of patching issues caused by EditorEntitySortComponent doing post-hoc order fix-up and should generally be safer/faster as we're producing patches for the actual target for those patches - Because the duplicate action is DOM-driven, and there's some thorniness around making changes that will affect the template during propagation, this adds `PrefabPublicHandler::AddNewEntityToSortOrder` to directly patch the DOM for the duplicate case Two bits of this come from patches from the incredibly helpful @AMZN-daimini - Alters `PrefabPublicHandler::GenerateUndoNodesForEntityChangeAndUpdateCache` behavior for determining what's an override: we now check to see if we're part of the current focused instance but *not* owned by the focus instance directly. This lets entity order for nested prefabs get saved to the owning prefab instead of as an override. I'm putting this up for discussion without a feature flag gating it, but we may wish to make this a toggle or disable it outright for stabilization (in which case entity order won't be saved to the owning prefab) - Adds a custom serializer for EditorEntitySortComponent. This isn't strictly necessary now, but it was very useful for debugging and ended up receiving much more manual testing its migration path and save/load path more than I've tested without using the serializer. Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Add missing serializers Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Address some review feedback Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Generate patch in `PrefabPublicHandler::CreateEntity` using the instance's fully evaluated template in-memory Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Fix up comment Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Fix Linux build Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Try to make test less timing dependent (haven't been able to repro failure locally) Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Fix another build issue Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Fix unit test failures Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * Fix a duplicate issue with sanitization that was causing sporadic test failure (thanks, test!) Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com> * One more Linux fix... Signed-off-by: Nicholas Van Sickle <nvsickle@amazon.com>
O3DE (Open 3D Engine)
O3DE (Open 3D Engine) is an open-source, real-time, multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Contribute
For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/.
Download and Install
This repository uses Git LFS for storing large binary files.
Verify you have Git LFS installed by running the following command to print the version number.
git lfs --version
If Git LFS is not installed, download and run the installer from: https://git-lfs.github.com/.
Install Git LFS hooks
git lfs install
Clone the repository
git clone https://github.com/o3de/o3de.git
Building the Engine
Build requirements and redistributables
For the latest details and system requirements, refer to System Requirements in the documentation.
Windows
- Visual Studio 2019 16.9.2 minimum (All editions supported, including Community): https://visualstudio.microsoft.com/downloads/
- Check System Requirements for other supported versions.
- Install the following workloads:
- Game Development with C++
- MSVC v142 - VS 2019 C++ x64/x86
- C++ 2019 redistributable update
- CMake 3.20.5 minimum: https://cmake.org/download/
Optional
- Wwise audio SDK
- For the latest version requirements and setup instructions, refer to the Wwise Audio Engine Gem reference in the documentation.
Quick start engine setup
To set up a project-centric source engine, complete the following steps. For other build options, refer to Setting up O3DE from GitHub in the documentation.
-
Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.
-
Install the following redistributables:
- Visual Studio and VC++ redistributable can be installed to any location.
- CMake can be installed to any location, as long as it's available in the system path.
-
Configure the engine source into a solution using this command line, replacing
<your build path>,<your source path>, and<3rdParty package path>with the paths you've created:cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty package path>Example:
cmake -B C:\o3de\build\windows_vs2019 -S C:\o3de -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packagesNote: Do not use trailing slashes for the <3rdParty package path>.
-
Alternatively, you can do this through the CMake GUI:
- Start
cmake-gui.exe. - Select the local path of the repo under "Where is the source code".
- Select a path where to build binaries under "Where to build the binaries".
- Click Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
- Name: LY_3RDPARTY_PATH
- Type: STRING
- Value:
<3rdParty package path>
- Click Configure.
- Wait for the key values to populate. Update or add any additional fields that are needed for your project.
- Click Generate.
- Start
-
Register the engine with this command:
scripts\o3de.bat register --this-engine -
The configuration of the solution is complete. You are now ready to create a project and build the engine.
For more details on the steps above, refer to Setting up O3DE from GitHub in the documentation.
Setting up new projects and building the engine
-
From the O3DE repo folder, set up a new project using the
o3de create-projectcommand.scripts\o3de.bat create-project --project-path <your new project path> -
Configure a solution for your project.
cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path>Example:
cmake -B C:\my-project\build\windows_vs2019 -S C:\my-project -G "Visual Studio 16" -DLY_3RDPARTY_PATH=C:\o3de-packagesNote: Do not use trailing slashes for the <3rdParty cache path>.
-
Build the project, Asset Processor, and Editor to binaries by running this command inside your project:
cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /mNote: Your project name used in the build target is the same as the directory name of your project.
This will compile after some time and binaries will be available in the project build path you've specified, under bin/profile.
For a complete tutorial on project configuration, see Creating Projects Using the Command Line Interface in the documentation.
License
For terms please see the LICENSE*.TXT files at the root of this distribution.