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- Uses ToolsApplication instead of ComponentApplication so that built-in Editor components are recognized and read in correctly - Starts up all the DynamicModules immediately so that the System Components are activated, which registers asset handlers and allows asset references to serialize in correctly - Adds a -specialization command-line flag to specify which project specialization to use (editor, game, etc) - Removes the filter to ignore unknown classes since they should all now be "known" - Adds a few gem autoload flags and a null thumbnail service so that Qt and Python systems can be skipped, as they aren't needed for the data conversions and would bring additional overhead and complications |
5 years ago | |
|---|---|---|
| .. | ||
| AWSNativeSDKInit | 5 years ago | |
| Android/ProjectBuilder | 5 years ago | |
| AssetBundler | 5 years ago | |
| AssetProcessor | 5 years ago | |
| AzTestRunner | 5 years ago | |
| CrashHandler | 5 years ago | |
| CryCommonTools | 5 years ago | |
| CryXML | 5 years ago | |
| DeltaCataloger | 5 years ago | |
| Doxygen | 5 years ago | |
| GridHub | 5 years ago | |
| News | 5 years ago | |
| ProjectManager | 5 years ago | |
| PythonBindingsExample | 5 years ago | |
| RemoteConsole | 5 years ago | |
| SceneAPI | 5 years ago | |
| SerializeContextTools | 5 years ago | |
| Standalone | 5 years ago | |
| TestBed/ResourceCompilerImage/Input | 5 years ago | |
| TestImpactFramework | 5 years ago | |
| CMakeLists.txt | 5 years ago | |