3dec5d3b71
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder * Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file * Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message * Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and @ENGINEROOT@/EngineAssets/Editor path for engine tool assets * Updating references to Icons and other assets to account for moving the Engine and Editor folder under a single EngineAssets folder * Moving the Engine Settings Registry folder from Engine/Registry -> Registry * Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator * Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now * Fixed Atom Shader Preprocessing when running using an External Project * Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable * Updated the Install_Common.cmake ly_setup_others function to install the EngineAssets directory and the each of the Gem's Assets directory while maintaining the relative directory structure to the Engine Root Also updated the install step to install the Registry folder at the engine root * Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder * Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder * Updated the LyTestTools and C++ code to point that the new location of the AssetProcessorPlatformConfig.setreg file inside of the Registry folder * Renamed Test AssetProcessor*Config.ini files to have the .setreg extension * Converted the AssetProcessor test setreg files from ini format to json format using the SerializeContextTools convert-ini command * Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder * Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames * Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder * Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available * Updating the Install_common.cmake logic to copy any "Assets" folder to the install layout. The Script has also been updated to copy over the "Assets" folder in the Engine Root to the install layout instead of an "EngineAssets" folder * Updating References to EngineAssets source asset folder in code to be the Assets source folder * Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders * Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner * Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the output prefix, but instead place the source asset root into a subdirectory * Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory * Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
34 lines
2.6 KiB
Plaintext
34 lines
2.6 KiB
Plaintext
CryEngine tips of the day
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You can toggle snap to grid by pressing G.
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Ctrl+Shift+Clicking somewhere with an object selected quickly moves the object to that position when in move mode.
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Pressing M will open the material editor.
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Show and Hide helpers is bound to Shift + Space by default.
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Enable AI/Physics is bound to Ctrl + P by default.
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You can save a viewport location by pressing Ctrl + F1 through f12 and go to that position using Shift + F1 through F12.
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You can link objects together by using the link command on the top menu of the editor.
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Pressing 1 through 5 on the keyboard will cycle through brush operations such as move or scale.
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You can simply bind keyboard shortcuts to editor functions by going to Tools --> Customize Keyboard.
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Pressing H will hide the selected objects, Ctrl-H will unhide all hidden objects.
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Pressing F will freeze the selected objects, Ctrl-F will unfreeze all frozen objects.
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Pressing F3 will toggle wireframe view.
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Camera/terrain collision can be toggled using Q.
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You can restart the Editor by pressing the restart button on your PC.
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Pressing Ctrl-C with an object selected will clone that object.
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Toggle the console by pressing the tilde (~) key.
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You can dock windows by dragging them onto the blue helpers that appear when you grab a window by the titlebar.
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You can select materials by clicking on the dropper icon in the material editor and then clicking on the material you wish to select.
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You can right click on the previewer in the material editor and change the model to different shapes and background colors.
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Materials can be saved in the local level folder for re-distribution.
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Always keep your level free of errors and immidiately fix errors reported by the error report screen when you load your level.
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You must always export to engine before you can run it in pure game mode. (File --> Export to engine)
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You must re-triangulate AI before playing your level in game mode. (AI --> Generate all navigation)
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You must always re-generate surface textures after you finish painting the terrain. (File --> Regenerate surface textures)
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Press Ctrl-G or F12 to go into the Game mode, ESC to return to Editing mode.
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Quickly rebuild a level (without regenerating the ground texture) by pressing Ctrl-E.
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Hold down the third mouse button and drag to move the camera up and down.
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Missing objects are represented by a bright yellow sphere.
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Hold Alt + Middle Mouse button to rotate around an object.
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Select multiple objects by holding Ctrl.
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You can place multiple instances of vegetation by holding Shift and clicking on the terrain.
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A number of useful commands can be found in Tools --> User commands. This can also be dragged and docked to the main window. |