santorac a55d94217c Enable material version updates
Merge pull request #4338 from aws-lumberyard-dev/Atom/rbarrand/MaterialVersionUpdate

## Overview

Added support for automatically updating .material files when the property layout of the .materialtype changes. At this stage, we only support a "rename" operation for renaming or moving material properties. We can add more operations in the future if needed (this will require some improvement to how we represent the data internally, but we can deal with that as the need arises).

It's important to note that we currently have a hybrid dependency model for the material system, where materials can depend on materialtypes as job dependencies (property names are processed at asset build time), or material property names can be stored in the cooked assets (property names are processed and resolved at runtime when loading material assets). This means there are two places where we need to apply material property rename auto-updates: in the tools and in the runtime. So you will find that we have ApplyVersionUpdates() functions in both MaterialSourceData and MaterialAsset. (I hope we can move away from this hybrid approach at some point so this can all be simplified, but that depends on new Asset Processor features we don't have yet).

## Main changes
- Added version and versionUpdates structures for .materialtype files, MaterialTypeSourceData, MaterialTypeAssetCreator, etc.
- The .materialtype version number is now at the top level instead of inside the propertyLayout section, because in the future there are other ways the material type could change besides the property layout which might require version auto-updates. (The AP will fail if the version is found in the old location, and tell the user where it should be moved).
- Added ApplyVersionUpdates() and ApplyPropertyRenames() utility functions to facilitate the auto-updates.
- Updated MaterialTypeSourceData::FindProperty(name) to support renames because it must find the property data while loading .material files in order to resolve property data types.
- These new functions will report warnings when they detect that source files are out of date, and recommend the user update them. The easiest way to do this is open it in the Material Editor and save. (which can be scripted in python if necessary)
- Renamed the .material file format "propertyLayoutVersion" to "materialTypeVersion" which is more accurate. This shouldn't hurt existing data as this field wasn't actually used for anything before.

## Unit test improvements
- The new code is well unit tested.
- MaterialSourceDataTests 
  - Updated to include both a .materialtype file and a MaterialTypeAsset for the test material type. Both are used by the MaterialTypeSourceData class.
  - The default test material type now includes some version update steps; these are only used for version update tests and won't impact the other test functions.
  - Updated the path for storing temp files to disk, to just be in a "temp" folder in the exe path. (Originally they were saved to the gem folder near MaterialSourceDataTests.cpp, but at some point someone changed it to be under the exe folder, so there's no reason to use the full gem path anymore).

## Other changes
- Fixed AzCore Utils WriteFile() to create the file if it doesn't exist already.
- Updated all .materialtype files to have the version number in the new position.
- Fixed AssetSystemStub to normalize asset paths for more reliable lookup in unit tests.
2021-10-21 20:48:26 -07:00
2021-10-21 20:48:26 -07:00
2021-10-21 20:48:26 -07:00
2021-03-08 14:30:57 -08:00
2021-07-02 12:10:40 -07:00
2021-03-08 14:30:57 -08:00
2021-06-28 12:53:49 -07:00
2021-07-19 14:58:18 -05:00
2021-03-08 14:30:57 -08:00
2021-08-19 19:13:23 -04:00
2021-03-08 14:30:57 -08:00

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

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.

  1. Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.

  2. 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.
  3. 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-packages
    

    Note: Do not use trailing slashes for the <3rdParty package path>.

  4. Alternatively, you can do this through the CMake GUI:

    1. Start cmake-gui.exe.
    2. Select the local path of the repo under "Where is the source code".
    3. Select a path where to build binaries under "Where to build the binaries".
    4. Click Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
      1. Name: LY_3RDPARTY_PATH
      2. Type: STRING
      3. Value: <3rdParty package path>
    5. Click Configure.
    6. Wait for the key values to populate. Update or add any additional fields that are needed for your project.
    7. Click Generate.
  5. Register the engine with this command:

    scripts\o3de.bat register --this-engine
    
  6. 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

  1. From the O3DE repo folder, set up a new project using the o3de create-project command.

    scripts\o3de.bat create-project --project-path <your new project path>
    
  2. 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-packages
    

    Note: Do not use trailing slashes for the <3rdParty cache path>.

  3. 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 -- /m
    

    Note: 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.

S
Description
Open 3D Engine (O3DE) is an Apache 2.0-licensed 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.
Readme 150 MiB
Languages
C++ 82.6%
Python 13.1%
CMake 1.5%
Roff 1.2%
Lua 0.5%
Other 0.8%