This has a small bundle of bugfixes and improvements all based around improving prefab TrackView support: * JsonMerger - improved the error message when patch remove operations fail to make the specific failure more obvious Instance - swapped the order of destroying entities vs clearing the lookup tables so that lookups still produce valid results during destruction. (This could happen while creating undo caches) * InstanceEntityIdMapper - in the case where an id isn't found, it now returns an invalid id instead of an "attempted-valid" one that still generally turned out to be not-valid * PrefabUndo - downgraded a potential crash to an error message if for some reason the patch contains changes to an entity that doesn't currently have an alias. (This case can be caused occasionally by other bugs and error conditions) * EditorSequenceComponent - downgraded a potential crash to an assert for the times when it tries to remove components, fails, but thinks it succeeded. (This case can currently be caused by using Maestro with Prefabs enabled) * EditorSequenceAgentComponent - added an undo cache refresh whenever the component deletes itself, so that deleting itself during an EditorSequenceComponent destruction chain of events leaves the undo cache in the correct state. * SliceConverter - fixed the conversion of entity references in top-level slice instance entities that refer down to nested slice entities. There was a chicken-and-egg problem in terms of which entities need to be created first to make the references and the prefab patching & serialization happy. This was worked around by creating placeholder top-level entities, then the nested slice entities, then replacing the top-level entities with the fully-realized ones. Specific changes: * Added more informative error message. Signed-off-by: mbalfour <mbalfour@amazon.com> (cherry picked from commit 672608a6c833c07295996cd9b3449825222b74d0) * Changed the error condition to produce a "valid" invalid id instead of a deterministic but not-valid id Signed-off-by: mbalfour <mbalfour@amazon.com> (cherry picked from commit 3673950c949de8e067b32ddafaffd07e648a13d8) * Guard against invalid reference assert/crash Signed-off-by: mbalfour <mbalfour@amazon.com> (cherry picked from commit 268d4ef3447f268a1372d07e028b9e67bac5c64e) * Downgrade an invalid reference crash to an assert Signed-off-by: mbalfour <mbalfour@amazon.com> (cherry picked from commit 38c9303770845f4e863273dd6fb8fc7e83380425) * Improved logic for handling entity references across nested slices. Signed-off-by: mbalfour <mbalfour@amazon.com> (cherry picked from commit 7e89a016d95fb72cb5f119e1e3768daa60e6bfb4) * Changed order of entities.clear() call so that instance lookups are still valid during entity destruction. Signed-off-by: mbalfour <mbalfour@amazon.com> * Add undo cache notification when removing Maestro components. Signed-off-by: mbalfour <mbalfour@amazon.com> |
5 years ago | |
|---|---|---|
| Assets | 5 years ago | |
| AutomatedTesting | 5 years ago | |
| Code | 5 years ago | |
| Gems | 5 years ago | |
| Registry | 5 years ago | |
| Templates | 5 years ago | |
| Tools | 5 years ago | |
| cmake | 5 years ago | |
| python | 5 years ago | |
| scripts | 5 years ago | |
| .clang-format | 5 years ago | |
| .editorconfig | 5 years ago | |
| .gitattributes | 5 years ago | |
| .gitignore | 5 years ago | |
| .lfsconfig | 5 years ago | |
| CMakeLists.txt | 5 years ago | |
| Doxyfile_ScriptBinds | 5 years ago | |
| LICENSE.txt | 5 years ago | |
| README.md | 5 years ago | |
| SerializeContextAnalysis.bat | 5 years ago | |
| SliceBuilderSettings.json | 5 years ago | |
| aztest_bootstrap.json | 5 years ago | |
| ctest_pytest.ini | 5 years ago | |
| editor.cfg | 5 years ago | |
| engine.json | 5 years ago | |
| system_android_android.cfg | 5 years ago | |
| system_ios_ios.cfg | 5 years ago | |
| system_linux_pc.cfg | 5 years ago | |
| system_mac_mac.cfg | 5 years ago | |
| system_windows_pc.cfg | 5 years ago | |
README.md
Project Spectra Private Preview
Confidentiality; Pre-Release Access
Welcome to the Project Spectra Private Preview. This is a confidential pre-release project; your use is subject to the nondisclosure agreement between you (or your organization) and Amazon. Do not disclose the existence of this project, your participation in it, or any of the materials provided, to any unauthorized third party. To request access for a third party, please contact Royal O'Brien, obriroya@amazon.com.
Full instructions can be found here:
https://docs.o3de.org/docs/welcome-guide/setup/setup-from-github/
(Note: Contact Royal or Doug Erickson, dougeric@amazon.com for access)
Updates to this readme
May 14, 2021
- Removed instructions for the 3rdParty zip file and downloader URL. This is no longer a requirement.
- Updated instructions for dependencies
- Links to full documentation
April 7-13, 2021
- Updates to the 3rdParty zip file
March 25, 2021
- Initial commit for instructions
Download and Install
This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service.
To install Git LFS, download the binary here: https://git-lfs.github.com/.
After installation, you will need to install the necessary git hooks with this command
git lfs install
Create a Git Personal Access Token
You will need your personal access token credentials to authenticate when you clone the repository and when downloading objects from Git LFS
Create a personal access token with the 'repo' scope.
During the clone operation, you will be prompted to enter a password. Your token will be used as the password. You will also be prompted a second time for Git LFS.
(Recommended) Verify you have a credential manager installed to store your credentials
Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request.
It is highly recommended you check that you have a credential manager installed and configured
For Linux and Mac, use the following commands to store credentials
Linux:
git config --global credential.helper cache
Mac:
git config --global credential.helper osxkeychain
Clone the repository
> git clone https://github.com/aws-lumberyard/o3de.git
Cloning into 'o3de'...
# initial prompt for credentials to download the repository code
# enter your Github username and personal access token
remote: Counting objects: 29619, done.
Receiving objects: 100% (29619/29619), 40.50 MiB | 881.00 KiB/s, done.
Resolving deltas: 100% (8829/8829), done.
Updating files: 100% (27037/27037), done.
# second prompt for credentials when downloading LFS files
# enter your Github username and personal access token
Filtering content: 100% (3853/3853), 621.43 MiB | 881.00 KiB/s, done.
If you have the Git credential manager core or other credential helpers installed, you should not be prompted for your credentials anymore.
Building the Engine
Build Requirements and redistributables
Windows
- Visual Studio 2019 16.9.2 minimum (All versions supported, including Community): https://visualstudio.microsoft.com/downloads/
- Install the following workloads:
- Game Development with C++
- MSVC v142 - VS 2019 C++ x64/x86
- C++ 2019 redistributable update
- Install the following workloads:
- CMake 3.20 minimum: https://cmake.org/download/
Optional
- WWise - 2019.2.8.7432 minimum: https://www.audiokinetic.com/download/
- Note: This requires registration and installation of a client to download
- You will also need to set a environment variable:
set LY_WWISE_INSTALL_PATH=<path to WWise version> - For example:
set LY_WWISE_INSTALL_PATH="C:\Program Files (x86)\Audiokinetic\Wwise 2019.2.8.7432"
Quick Start Build Steps
-
Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs.
For the 0.5 branch - Create an empty text file named
3rdParty.txtin this folder, to allow a legacy CMake validator to pass -
Install the following redistributables to the following:
- 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
- WWise can be installed anywhere, but you will need to set an environment variable for CMake to detect it:
set LY_WWISE_INSTALL_PATH=<path to WWise>
-
Navigate into the repo folder, then download the python runtime with this command
For the 0.5 branch - Set this environment variable prior to the
get_pythoncommand below:set LY_PACKAGE_SERVER_URLS=https://d2c171ws20a1rv.cloudfront.netpython\get_python.bat -
Configure the source into a solution using this command line, replacing and <3rdParty cache path> to a path you've created:
cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON -DLY_PROJECTS=AutomatedTestingNote: Do not use trailing slashes for the <3rdParty cache path>
-
Alternatively, you can do this through the CMake GUI:
- Start
cmake-gui.exe - Select the local path of the repo under "Where is the source code"
- Select a path where to build binaries under "Where to build the binaries"
- Click "Configure"
- Wait for the key values to populate. Fill in the fields that are relevant, including
LY_3RDPARTY_PATHandLY_PROJECTS - Click "Generate"
- Start
-
The configuration of the solution is complete. To build the Editor and AssetProcessor to binaries, run this command inside your repo:
cmake --build <your build path> --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m -
This will compile after some time and binaries will be available in the build path you've specified
Setting up new projects
- While still within the repo folder, register the engine with this command:
scripts\o3de.bat register --this-engine - Setup new projects using the
o3de create-projectcommand. In the 0.5 branch, the project directory must be a subdirectory in the repo folder.<Repo path>\scripts\o3de.bat create-project --project-path <your new project path> - Register the engine to the project
<Repo path>\scripts\o3de.bat register --project-path <New project path> - Once you're ready to build the project, run the same set of commands to configure and build:
cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> // For the 0.5 branch, you must build a new Editor for each project: cmake --build <your project build path> --target <New Project Name>.GameLauncher Editor --config profile -- /m // For all other branches, just build the project: cmake --build <your project build path> --target <New Project Name>.GameLauncher --config profile -- /m
For a tutorial on project configuration, see Creating Projects Using the Command Line in the documentation.
License
For terms please see the LICENSE*.TXT file at the root of this distribution.