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o3de/AutomatedTesting
lumberyard-employee-dm 669caca9cc
Updated Launching of Lua Editor to supply the project-path (#7706)
* Updated Launching of Lua Editor to supply the project-path

The Lua Launch logic also uses the AzFramework ProcessLauncher instead
of Qt. This has the benefit of being able to pass arguments as an array
instead of in a single string. Therefore paths with spaces in them also
work.

Tweak the Settings Registry logic to locate the
project-path/engine-path by scanning upwards for a
project.json/engine.json respectively to inject the found paths to the
front of the command line parameters instead of the back.
This has the effect of making sure that command line parameters for the
project-path/engine-path always takes precedence over scanning upwards
for a project.json/engine.json.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed prepend of EngineRoot in CheckProjectPathProvided

The Editor would attempt to validate that the project path supplied via
the command line contained a valid project.json file before contining
the Editor startup flow.

This was taking the engine root path and appending the project path to
it, which works when the project path is absolute

But when the project path is relative it is treated as relative to the
current working directory by the SettingsRegistry, but the logic in the
CheckProjectPathProvided was treating it has relative to the engine
root. Therefore supplying a relative path as part of the Editor.exe
launch command would fail.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixed resolving of relative paths to absolute paths in the Editor

The Editor was changing the current working directory to the nearest
ancestor directory containing an `engine.json` file.
This resulted in the ConvertToAbsolutePath function resolving relative
paths to that directory instead of the launch directory of the Editor.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
4 years ago
..
Animations Cleaning motion asset infos (#2197) 5 years ago
Assets {lyn9135} Adding a default prefab during scene processing (#6851) 4 years ago
Config Hair - Adding the Hair Gem to the automated testing (#4498) 4 years ago
DiffuseProbeGrids Updated Sponza Model (.ma, .fbx, textures) (#6080) 4 years ago
Editor/Scripts {lyn2265} adding a Python API for MotionGroup rules (#6215) 4 years ago
Fonts Integrating latest 47acbe8 5 years ago
Gem Updated Launching of Lua Editor to supply the project-path (#7706) 4 years ago
Levels Updated missing shaderball assets. (#7556) 4 years ago
LightingPresets ATOM-13950 Material Editor: Removing auto select option from lighting and model presets 5 years ago
LuaScripts Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Materials Updated all of the .material files in AutomatedTesting and Atom/TestData to use the new flat list format. The conversion was done using local changes with a script that opens and re-saves every .material file in a given folder (those WIP changes are on a branch here: Atom/santorac/UpgradeMaterialScript). 4 years ago
Objects Updated all of the .material files in AutomatedTesting and Atom/TestData to use the new flat list format. The conversion was done using local changes with a script that opens and re-saves every .material file in a given folder (those WIP changes are on a branch here: Atom/santorac/UpgradeMaterialScript). 4 years ago
Passes [new] ATOM-17253 Using AtomTressFX gem as an example to inject hair passes to main pipeline at run-time (#7661) 4 years ago
Prefabs/TestData/Graphics Add 2 performance testing levels (#6463) 4 years ago
ReflectionProbes Updated Sponza Model (.ma, .fbx, textures) (#6080) 4 years ago
Registry Make prefab system enabled as default for automated tests (#5670) 4 years ago
ScriptCanvas Merge pull request #7099 from aws-lumberyard-dev/LYN-8726_NetAutoComponentScriptNodeFrontEndFix 4 years ago
ShaderLib Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Slices Updating test asset for DistanceBetweenFilter tests 5 years ago
TestAssets {lyn8865} Adding DataTypes::ScriptProcessorFallbackLogic (#6396) 4 years ago
UI Integrating latest from github/staging 5 years ago
cmake Creates a deb package (#5567) 4 years ago
libs Integrating latest 47acbe8 5 years ago
multiple_mesh_one_material Squashed commit of Procedural Prefab work (#4481) 4 years ago
physicssurfaces Integrating up through commit 90f050496 5 years ago
sounds Updating to support Wwise SDK 2021.1.1.X (#686) 5 years ago
textures ATOM-16575 clean up image builder presets files (#4611) 4 years ago
AssetProcessorGamePlatformConfig.setreg MaterialEditor BasicTests added to AutomatedTesting for AR (#3022) 4 years ago
AutomatedTesting_Dependencies.xml Archive Component - Rewrite and additional work on Archive and Asset Bundler (#4332) 4 years ago
CMakeLists.txt Templates restricted (#6498) 4 years ago
UtilTest_PhysxConfig_Override.physxconfiguration Integrating latest 47acbe8 5 years ago
default.blastconfiguration Reenable Blast Automated tests (#42) 5 years ago
game.cfg Fixed All Physics automated tests (#129) 5 years ago
preview.png Updated Project Manager O3DE Logos with Rotated Squares Version (#1595) 5 years ago
project.json Converting Landscape Canvas tests to utilize the prefab system (#7142) 4 years ago
test1.lua Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
test2.lua Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
test123.scriptcanvas Integrating latest 47acbe8 5 years ago