* Spec-5799 Add PhysX tests to Main Suite to run under 3 min Adding 12 tests to Main Suite from Periodic Suite. Moved 1 test case to Sandbox Suite as it was failing and needs to be investigated. Run results on local : 12 passed, 1 warning in 172.31s (0:02:52) Test Case list in Main suite: test_C111111_RigidBody_EnablingGravityWorksUsingNotificationsPoC test_C5932041_PhysXForceRegion_LocalSpaceForceOnRigidBodies test_C4044459_Material_DynamicFriction test_C15425929_Undo_Redo test_C4976243_Collision_SameCollisionGroupDiffCollisionLayers test_C14654881_CharacterController_SwitchLevels test_C17411467_AddPhysxRagdollComponent test_C12712453_ScriptCanvas_MultipleRaycastNode test_C4982593_PhysXCollider_CollisionLayerTest test_C18243586_Joints_HingeLeadFollowerCollide test_C19578021_ShapeCollider_CanBeAdded test_C4982803_Enable_PxMesh_Option Test moved to Sandbox Suite : test_C13895144_Ragdoll_ChangeLevel * Delete .gitignore * Revert "Delete .gitignore" This reverts commit 9540e000c85e2a2015fbb8251f0a3248494349b0. Revert the modification of adding the buildoutput folder. * Spec-5799:Fixing Cyclinder ShapeCollider test and adding it to Main Suite Changes : 1. Fixed and Added test C24308873_CylinderShapeCollider_CollidesWithPhysXTerrain to TestSuite_Main.py and updated the level for the test. 2. Removed test test_C19578021_ShapeCollider_CanBeAdded from Main suite back to Periodic Suite * Update TestSuite_Periodic.py Adding xfail to test case test_C13895144_Ragdoll_ChangeLevel as the previous change had overridden Sean Cove's change with commit |
5 years ago | |
|---|---|---|
| Assets | 5 years ago | |
| AutomatedTesting | 5 years ago | |
| Code | 5 years ago | |
| Docs | 5 years ago | |
| Gems | 5 years ago | |
| Registry | 5 years ago | |
| Templates | 5 years ago | |
| Tests | 5 years ago | |
| Tools | 5 years ago | |
| cmake | 5 years ago | |
| python | 5 years ago | |
| scripts | 5 years ago | |
| .clang-format | 5 years ago | |
| .editorconfig | 5 years ago | |
| .gitattributes | 5 years ago | |
| .gitignore | 5 years ago | |
| .lfsconfig | 5 years ago | |
| CMakeLists.txt | 5 years ago | |
| Doxyfile_ScriptBinds | 5 years ago | |
| LICENSE.txt | 5 years ago | |
| README.md | 5 years ago | |
| SerializeContextAnalysis.bat | 5 years ago | |
| SliceBuilderSettings.json | 5 years ago | |
| aztest_bootstrap.json | 5 years ago | |
| bootstrap.cfg | 5 years ago | |
| ctest_pytest.ini | 5 years ago | |
| editor.cfg | 5 years ago | |
| engine.json | 5 years ago | |
| system_android_es3.cfg | 5 years ago | |
| system_ios_ios.cfg | 5 years ago | |
| system_linux_pc.cfg | 5 years ago | |
| system_mac_osx_gl.cfg | 5 years ago | |
| system_windows_pc.cfg | 5 years ago | |
README.md
Project Spectra Private Preview
Confidentiality; Pre-Release Access
Welcome to the Project Spectra Private Preview. This is a confidential pre-release project; your use is subject to the nondisclosure agreement between you (or your organization) and Amazon. Do not disclose the existence of this project, your participation in it, or any of the materials provided, to any unauthorized third party. To request access for a third party, please contact Royal O'Brien, obriroya@amazon.com.
Download and Install
This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service.
Create a Git Personal Access Token
You will need your personal access token credentials to authenticate when you clone the repository.
Create a personal access token with the 'repo' scope.
(Recommended) Verify you have a credential manager installed to store your credentials
Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request.
It is highly recommended you check that you have a credential manager installed and configured
Clone the repository
> git clone https://github.com/aws-lumberyard/o3de.git
Cloning into 'o3de'...
# initial prompt for credentials to download the repository code
# enter your Github username and personal access token
remote: Counting objects: 29619, done.
Receiving objects: 100% (29619/29619), 40.50 MiB | 881.00 KiB/s, done.
Resolving deltas: 100% (8829/8829), done.
Updating files: 100% (27037/27037), done.
# second prompt for credentials when downloading LFS files
# enter your Github username and personal access token
Filtering content: 100% (3853/3853), 621.43 MiB | 881.00 KiB/s, done.
If you have the Git credential manager core installed, you should not be prompted for your credentials anymore.
Building the Engine
Build Requirements and redistributables
- Visual Studio 2019 16.9.2 (All versions supported, including Community): https://visualstudio.microsoft.com/downloads/
- Install the following workloads:
- Game Development with C++
- MSVC v142 - VS 2019 C++ x64/x86
- Install the following workloads:
- Visual C++ redistributable: https://visualstudio.microsoft.com/downloads/#other-family
- FBXSDK for VS2015: https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2016-1-2
- WWise - 2019.2.8.7432: https://www.audiokinetic.com/download/
- CMake 3.19.1: https://cmake.org/files/LatestRelease/cmake-3.19.1-win64-x64.msi
Build Steps
-
Download the 3rdParty zip file from here: https://d2c171ws20a1rv.cloudfront.net/3rdParty-windows-no-symbols-rev13.zip
-
Unzip this file into a writable folder. This will also act as a cache location for the 3rdParty downloader by default (configurable with the
LY_PACKAGE_DOWNLOAD_CACHE_LOCATIONenvironment variable) -
Install the following redistributables to the following:
- Visual Studio and VC++ redistributable can be installed to any location
- FBXSDK should be installed to
<3rdParty path>\FbxSdk\2016.1.2-az.1. See the README in this folder for details - WWise should be installed to:
<3rdParty Path>\Wwise\2019.2.8.7432 - CMake should be installed to:
<3rdParty Path>\CMake\3.19.1
-
Add the following environment variables through the command line
set LY_3RDPARTY_PATH=<Location of the unzipped 3rdParty zip> set LY_PACKAGE_SERVER_URLS="https://d2c171ws20a1rv.cloudfront.net" -
Configure the source into a solution using this command line, replacing to a path you've created
cmake -B <your build location> -S <source-dir> -G "Visual Studio 16 2019" -DLY_3RDPARTY_PATH=%LY_3RDPARTY_PATH% -DLY_UNITY_BUILD=ON -DLY_PROJECTS=AutomatedTesting -
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 "Configure"
- Wait for the key values to populate. Fill in the fields that are relevant, including
LY_3RDPARTY_PATH,LY_PACKAGE_SERVER_URLS, andLY_PROJECTS - Click "Generate"
- Start
-
The configuration of the solution is complete. To build the Editor and AssetProcessor to binaries, run this command inside your repo:
cmake --build <your build location> --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m -
This will compile after some time and binaries will be available in the build path you've specified
Setting up new projects
- Setup new projects using this command
<Repo path>\scripts\o3de.bat create-project --project-path <New project path> - Once you're ready to build the project, run the same set of commands to configure and build:
cmake -B <your build location> -S <source-dir> -G "Visual Studio 16 2019" -DLY_3RDPARTY_PATH=%LY_3RDPARTY_PATH% -DLY_PROJECTS=<New project name> -DLY_MONOLITHIC_GAME=1 cmake --build <your build location> --target <New Project Name> --config profile -- /m
License
For terms please see the LICENSE*.TXT file at the root of this distribution.