* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event. It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread. This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard The AssetCatalogRequestBus uses the custom lock guard to dispatch queued events after it has unlocked it's context mutex for the current thread. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed GetContext call from the AssetCatalogRequests::PostThreadDispatchInvoker Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath function to return a path Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME The _NAME parameter was not being used before, resulting in the Console stringified name of the function being used. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed CrySystem dependencies from the BundlingSystemComponent Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event. It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread. This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard The AssetCatalogRequestBus uses the custom lock guard to dispatch queued events after it has unlocked it's context mutex for the current thread. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed GetContext call from the AssetCatalogRequests::PostThreadDispatchInvoker Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath function to return a path Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME The _NAME parameter was not being used before, resulting in the Console stringified name of the function being used. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Removed CrySystem dependencies from the BundlingSystemComponent Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Addded missing template parameter to AssetCatalogRequests The fixes the compile error. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Adding AssetBus::MultiHandler::BusDisconnect call The BlastSystemComponent was connecting to the Bus, but not disconnecting from it, causing an assert to fire to it being a multi-thread bus Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Added support for DataDrive lifecycle events to the ComponentApplication The events are using the SettingsRegistry NotifyEvent to track when certain keys are modified to signal handlers. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Corrected invalid JSON creation in ModuleManager::DeactivateEntities Resolved clang warning about used type alias Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Fix for dangling reference in lambda registered to the SettingsRegistry Notifier event This was causing the EditorPythonBinding tests to crash due to the following circumstances. First Python has created an instance of a SettingsRegistryProxy Second the SettingsRegistry sends an event during the time when the SettingsRegistryProxy exists. This issue was exposed due to the ComponentApplication Lifecycle events using the SettingsRegistry to dispatch during various times of the application workflow. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Signed-off-by: Gene Walters <genewalt@amazon.com>
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
- Visual Studio 2019 16.9.2 minimum (All editions supported, including Community): https://visualstudio.microsoft.com/downloads/
- Check System Requirements for other supported versions.
- Install the following workloads:
- Game Development with C++
- MSVC v142 - VS 2019 C++ x64/x86
- C++ 2019 redistributable update
- CMake 3.20.5 minimum: https://cmake.org/download/
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.
-
Create a writable folder to cache downloadable third-party packages. You can also use this to store other redistributable SDKs.
-
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.
-
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-packagesNote: Do not use trailing slashes for the <3rdParty package 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 Add Entry and add a cache entry for the <3rdParty package path> folder you created, using the following values:
- Name: LY_3RDPARTY_PATH
- Type: STRING
- Value:
<3rdParty package path>
- Click Configure.
- Wait for the key values to populate. Update or add any additional fields that are needed for your project.
- Click Generate.
- Start
-
Register the engine with this command:
scripts\o3de.bat register --this-engine -
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
-
From the O3DE repo folder, set up a new project using the
o3de create-projectcommand.scripts\o3de.bat create-project --project-path <your new project path> -
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-packagesNote: Do not use trailing slashes for the <3rdParty cache path>.
-
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 -- /mNote: 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.