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o3de/Code/Framework/AzFramework/AzFramework
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
..
API Deprecate IsPrefabSystemForLevelsEnabled and use IsPrefabSystemEnabled everywhere (#7327) 4 years ago
Application Deprecate IsPrefabSystemForLevelsEnabled and use IsPrefabSystemEnabled everywhere (#7327) 4 years ago
Archive Clang/GCC compiler settings update [SECURITY] (#7358) 4 years ago
Asset Merge branch 'development' into optimization/unused_files 4 years ago
CommandLine Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Components Consolidate various to_string implementations for math classes 4 years ago
Dependency Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Entity Cleanup before merge 4 years ago
FileFunc Replaced AzFramework::FileFunc JSON utils API calls with AzCore::JsonUtils APIs that appear to have been duplicated. Also fixed up improper Project Configurator -> Project Manager comment replacements. 5 years ago
FileTag Added a CriticalAssetsCompiled Lifecycle event (#6469) 4 years ago
Font Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Gem Add "Registry" folders as scan folders (#4583) 5 years ago
IO This reduces non-unity build time by ~2% and build size by ~0.5%. 4 years ago
InGameUI Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Input Make InputDeviceId's constructor constexpr. (#5433) 5 years ago
Logging Removed ununeeded includes from EBus EBus.h and Policies.h (#4256) 5 years ago
Math Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Metrics Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Network Archive Component - Rewrite and additional work on Archive and Asset Bundler (#4332) 5 years ago
Physics Making terrain query resolution a single float instead of a Vector2 (#7186) 4 years ago
Platform Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Process Process launcher updates (#6183) 5 years ago
ProjectManager Updated Launching of Lua Editor to supply the project-path (#7706) 4 years ago
Render Add a ray cast API to the terrain system, implement it, and use it so entities can be placed on top of terrain. (#6895) 4 years ago
Scene Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
Script This reduces non-unity build time by ~2% and build size by ~0.5%. 4 years ago
Slice Minimal TypeInfo header/reduce std interdependencies. (#2688) 5 years ago
Spawnable Added a CriticalAssetsCompiled Lifecycle event (#6469) 4 years ago
StreamingInstall Cleanup SerializeContext.h pt.1 (#4264) 5 years ago
StringFunc Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
SurfaceData [Terrain] Optimize bulk queries to the Terrain System to retrieve height, surface weights, and normals (#7357) 4 years ago
TargetManagement Archive Component - Rewrite and additional work on Archive and Asset Bundler (#4332) 5 years ago
Terrain Optimize surface providers (#7631) 4 years ago
Thermal Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
UnitTest Add tests for planar manipulator draw when dealing with scaling (#6164) 5 years ago
Viewport Range adaptor support (#7388) 4 years ago
Visibility More fixes to migration, plus some quality of life fixes to TimeoutQueue to allow lambda based handlers and a quick fix to OctreeSystemComponent to more gracefully handle enumerate calls that lie outside the vis system bounds 5 years ago
Windowing Add a way to set the vsync_interval CVar from code (#5813) 5 years ago
AzFrameworkModule.cpp Input context component (#4152) 5 years ago
AzFrameworkModule.h Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
azframework_files.cmake Move multiplayer session interface out of AzFramework library (#7338) 4 years ago
feature_options.cmake CMake Xcode Generator fix (#5771) 5 years ago