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Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch – with full source.

License: Other

Batchfile 0.02% Shell 0.02% Python 46.31% C++ 48.27% Objective-C 0.01% Lua 0.39% C 2.23% Makefile 0.04% Objective-C++ 0.09% Java 0.03% QMake 0.01% QML 0.10% C# 0.13% JavaScript 0.01% HTML 0.24% MAXScript 0.76% Tcl 0.92% TypeScript 0.43% SCSS 0.01% VBScript 0.01%
game-engine game-engine-3d game-development game-dev

lumberyard's Introduction

lmbr


Amazon Lumberyard is no longer offered. This archive provides source for convenience only; you can also view the For continued support, visit our documentation archive on GitHub or contact Lumberyard customer support . We recommend Open 3D Engine, Lumberyard’s Apache-licensed successor. O3DE is maintained by the open-source community, including developers from Adobe, AWS, Epic, Microsoft, Intel, Lightspeed Studios, Niantic, and others. Visit O3DE's website, Discord, and Github.


Amazon Lumberyard

Amazon Lumberyard is a free, AAA game engine that gives you the tools you need to create high quality games.

Acquiring Lumberyard source

Each release of Lumberyard exists as a separate branch in GitHub. You can get Lumberyard from GitHub using the following steps:

Fork the repository

Forking creates a copy of the Lumberyard repository in your GitHub account. Your fork becomes the remote repository into which you can push changes.

Create a branch

The GitHub workflow assumes your master branch is always deployable. Create a branch for your local project or fixes.

For more information about branching, see the GitHub documentation.

Clone the repository

Cloning the repository copies your fork onto your computer. To clone the repository, click the "Clone or download" button on the GitHub website, and copy the resultant URL to the clipboard. In a command line window, type git clone [URL], where [URL] is the URL that you copied in the previous step.

For more information about cloning a repository, see the [GitHub documentation](https:// help.github.com/articles/cloning-a-repository/).

Downloading additive files

Once the repository exists locally on your machine, manually execute git_bootstrap.exe found at the root of the repository. This application will perform a download operation for Lumberyard binaries that are required prior to using or building the engine. This program uses AWS services to download the binaries. Monitor the health of AWS services on the AWS Service Health Dashboard.

Running the Setup Assistant

git_bootstrap.exe will launch the Setup Assistant when it completes. Setup Assistant lets you configure your environment and launch the Lumberyard Editor.

Lumberyard Documentation

Full Lumberyard documentation can be found here: https://github.com/awsdocs/amazon-lumberyard-user-guide/
We also have tutorials available at https://www.youtube.com/c/AmazonLumberyardTutorials/

License

Your use of Lumberyard is governed by the AWS Customer Agreement at https://aws.amazon.com/agreement/ and Lumberyard Service Terms at https://aws.amazon.com/serviceterms/#57._Amazon_Lumberyard_Engine.

For complete copyright and license terms please see the LICENSE.txt file at the root of this distribution (the "License"). As a reminder, here are some key pieces to keep in mind when submitting changes/fixes and creating your own forks:

  • If you submit a change/fix, we can use it without restriction, and other Lumberyard users can use it under the License.
  • Only share forks in this GitHub repo (i.e., forks must be parented to https://github.com/aws/lumberyard).
  • Your forks are governed by the License, and you must include the License.txt file with your fork. Please also add a note at the top explaining your modifications.
  • If you use someone else’s fork from this repo, your use is subject to the License.
  • Your fork may not enable the use of third-party compute, storage or database services.
  • It's fine to connect to third-party platform services like Steamworks, Apple GameCenter, console platform services, etc.
    To learn more, please see our FAQs https://aws.amazon.com/lumberyard/faq/#licensing.

lumberyard's People

Contributors

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lumberyard's Issues

International Lumberyard with icu4c

Describe your feature request
I need a simple but powerfull way to localize Lumberyard, but not Qt's.

Describe workarounds or alternatives you've considered
Qt's solution can't localize properties.
ICU4C can localize everything.

unable to create new project

Describe the bug
Can't create new project

Steps to reproduce
install lumberyard 1.16.0
install all required plugins and SDKs
ignore optional SDKs
move install folder to separate disk
re-run setup assistant to validate paths
create new project using default template
recieve following error:
"G:\Amazon\Lumberyard\1.16.0.0\dev\lmbr_waf.bat" build_win_x64_vs2017_profile --enabled-game-projects=Sandbox -p Sandbox [WAF] Engine Root: G:\Amazon\Lumberyard\1.16.0.0\dev\ A custom BuildEnv.json file was not found. This build will be untagged. A custom BuildEnv.json file was not found. This build will be untagged. [WAF] Executing 'build_win_x64_vs2017_profile' in 'g:\Amazon\Lumberyard\1.16.0.0\dev\BinTemp\win_x64_vs2017_profile' [WARN] Game folder 'StarterGame' configured in bootstrap.cfg is the enabled game for this build. In order to run or debug for the game 'Sandbox', they need to be set in bootstrap.cfg under the 'sys_game_folder' entry accordingly [WARNING] Incredibuild disabled by build option [WARN] 3rd Party alias 'qt' specified in g:\Amazon\Lumberyard\1.16.0.0\dev\Code\Tools\Woodpecker\wscript:54 (build) is not enabled. Make sure that at least one of the following roles is enabled: [] [WARN] 3rd Party alias 'qt' specified in g:\Amazon\Lumberyard\1.16.0.0\dev\Code\Tools\Woodpecker\wscript:101 (build) is not enabled. Make sure that at least one of the following roles is enabled: [] unable to find QT unable to find QT Traceback (most recent call last): File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Scripting.py", line 226, in waf_entry_point run_commands() File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Scripting.py", line 342, in run_commands ctx = run_command(cmd_name) File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Scripting.py", line 319, in run_command ctx.execute() File ".\Tools\build\waf-1.7.13\lmbrwaflib\msvs.py", line 1949, in override_build_state old(ctx) File "g:\Amazon\Lumberyard\1.16.0.0\dev\wscript", line 469, in execute return execute_method(self) File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Scripting.py", line 696, in execute return execute_method(self) File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Build.py", line 254, in execute self.execute_build() File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Build.py", line 277, in execute_build self.compile() File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Build.py", line 370, in compile self.producer.start() File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Runner.py", line 307, in start self.refill_task_list() File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Runner.py", line 209, in refill_task_list self.add_outstanding_tasks(next(self.biter)) File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Build.py", line 818, in get_build_iterator self.post_group() File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\Build.py", line 789, in post_group f() File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\build\waf-1.7.13\waflib\TaskGen.py", line 218, in post v() File "Tools\build\waf-1.7.13\lmbrwaflib\cry_utils.py", line 893, in add_compiler_dependency if os.path.isabs( self.env['CC'] ): File "G:\Amazon\Lumberyard\1.16.0.0\dev\Tools\Python\2.7.12\windows\lib\ntpath.py", line 59, in isabs return s != '' and s[:1] in '/\\' TypeError: 'in <string>' requires string as left operand, not list Process failed with return code: 1

Expected behavior
Please provide a concise description of what you expected to happen.

Screenshots/Logs
Please include any relevant screenshots and log files from your game project directory (e.g., C:\Amazon\lumberyard\1.15.0.0\dev\Cache\YOURPROJECT\pc\user\log). Note that you are posting to a public forum so please remove any sensitive information from your log files such as project name & path, IP address, credentials etc.

Lumberyard version
State the version of Lumberyard in which you discovered this bug (e.g., v1.14.0.1 or v1.15.0.0 etc.).
1.16.0.0

[OPTIONAL] What is your role in game development?
Are you a game designer, engineer, artist, producer, something else?

[OPTIONAL] Tell us about your project or studio.
Briefly tell us about your project or studio.

Camera can be flipped in editor

Describe the bug
Camera can get flipped in editor when moving mouse vertically.

Steps to reproduce
Move mouse relatively fast up/down and when camera clamps, immediatly change movement direction to down/up.

Expected behavior
Camera does not flip and no jittering occurs when clamping camera.

Screenshots/Logs
flip

Lumberyard version
1.18

Mterial Editor Environment Map Path Error

Describe the bug
Mterial Editor Environment Map Path Error

Steps to reproduce

  1. open material editor, create new material
    2.brownse a Enviroment map, path of map auto add "_diff" and enviroment effect error

Expected behavior
brownse a Enviroment map, path of map do not auto add "_diff"

Screenshots/Logs
1
2
Error effect:
3
after remove "_diff":
4

Lumberyard version
v1.19.0.0 - Build 918128

WAF Doesn't Detect that I have the "Make & Build Tools" package in Incredibuild

Describe the bug
I'm trying to setup Incredibuild to work with lumbr_waf. I have used the lmbr_waf show_option_dialog command to bring up the options panel for it. When attempting to enable "Use Incredibuild", it tells me:

[ERROR] Incredibuild on "All Platforms" Disabled - Missing IB licence: "Make && Build tools"

I am using the latest version of Incredibuild and have enabled it with my license. I have also confirmed that the "Make & Build Tools" package was allocated to my machine. This prevents me from using Incredibuild with WAF to improve my build times.

Steps to reproduce
Open command line. Navigate to and run lmbr_waf show_option_dialog. Attempt to enable "use_incredibuild" option.

Expected behavior
I would expect that it would detect that I have Incredibuild installed with a valid license and have the "Make & Build Tools" package allocated to my machine.

Screenshots/Logs
https://i.imgur.com/iTqFMj4.png

Lumberyard version
v1.22.0.0

I have also tried manually enabling Incredibuild through the user_settings.options file. However, when trying to build after doing this it says:

Required Make && Build Tools Package not found. Build will not be accelerated through Incredibuild

InstantiateDynamicSlice issue

Describe the bug
Transform is not applying to root entity, when I try to instantiate dynamic slice.

Steps to reproduce
AZ::Entity* entity = aznew AZ::Entity("AnyName");
entity->CreateComponent();
entity->CreateComponent(LmbrCentral::SpawnerComponentTypeId);
entity->Init();
entity->Activate();

AZ::Data::AssetId assetId;
EBUS_EVENT_RESULT(assetId,
AZ::Data::AssetCatalogRequestBus,
GetAssetIdByPath,
slicePath,
AZ::AzTypeInfoAZ::DynamicSliceAsset::Uuid()/typeToRegister/,
false/autoRegisterIfNotFound/);
AZ_Assert(assetId.IsValid(), "Slice is not found.");

AZ::Data::AssetAZ::DynamicSliceAssetasset;
asset.Create(assetId, true/queueLoad/);
AZ_Assert(asset.GetId().IsValid(), "Asset is not created.");

EBUS_EVENT_ID(entity->GetId(),
LmbrCentral::SpawnerComponentRequestBus,
SetDynamicSlice,
asset);

...

// Call it from CustomComponent
EBUS_EVENT_ID_RESULT(ticket,
GetEntityId(),
LmbrCentral::SpawnerComponentRequestBus,
SpawnAbsolute,
transform);

Lumberyard version
v1.16.0.0

Some details
https://gamedev.amazon.com/forums/questions/73111/instantiatedynamicslice-issue.html

autoexec.cfg doesn't work in release builds

Describe the bug
autoexec.cfg doesn't work in release builds

Steps to reproduce
Create a new project with autoexec.cfg to load a level and it won't work in release build.

Lumberyard version
1.21.0.

https://forums.awsgametech.com/t/loading-a-level-on-start/986/4

The problem is the gem which it recommends to use is now deprecated and we shouldn't have to hack the engine to get this to work.

Pretty trivial issue but I felt it should be given some attention.

How do I delete a project?

What is your question?
There's no delete option in the project configurator or command line. Deleting the project files causes the editor to no longer open.

Which part of the engine are you asking about?
Please indicate the component of the engine that your question relates to (e.g., Script Canvas, PhysX, Animation etc.).

Which version of Lumberyard are you using?
State the Lumberyard version that you're using (e.g., v1.14.0.1 or v1.15.0.0 etc.).
1.18.0.0

Get Canvas Position node only returning values once

Describe the bug
Get Canvas Position node of Script Canvas is only retrieving correct values once, subsequent calls return incorrect values.

Steps to reproduce
Create UI Canvas, create first element to fill screen (100% Bottom and 100% Right Anchors).
Create second element as child of first element with bottom and right anchors set to 100%, set width and height offsets to 50px, add default image component for visibility.
Create one entity with UI Canvas Asset Ref pointing to the newly created UI Canvas.
Create second entity with Input and Script Canvas components, input bindings register Mouse Left Click, Script Canvas loads canvas, finds child element by name, connects to input bus and gets canvas position of child element on left click, printing the position to console.
First left click prints the child element's coordinates correctly, however, subsequent clicks print (0,0) for child element's coordinates. Visually, the child element remains in same position.

Expected behavior
Please provide a concise description of what you expected to happen.

Screenshots/Logs
BugGetCanvasPosition

BugGetCanvasPositionScriptCanvas

Lumberyard version
1.21

Delay on loading Loading Screen.

Describe the bug
After adding loading screen parameters to level.cfg file, the loading screen gets called and shown only after the level is mostly done loading; Black screen is visible the rest of the time.

Steps to reproduce
Set up loading screen, launch the game.

Expected behavior
Loading screen gets shown immediately when level starts loading without a flashing black screen and hitching.

Lumberyard version
1.17

compiling error in The Asian version of VS

Describe the bug

-> new project creation and compiling error in The Asian version of VS.

Steps to reproduce

-> When creating a new project,
using the Korean or Japanese version of Visual studio(2015/2017) causes C4819 warning. this warnings are treated as errors(error C2220) and builds do not work.

Expected beavior

-> i think, the problem with string code(ansi/unicode) in .cpp document files.

'/ wd4819' option must be specified by default in the 'compile_settings_msvc.py' file.

Screenshots/Logs

-> log

E:\Amazon\Lumberyard\1.18.0.0\3rdParty\boost\1.61.0-az.2\boost/python/opaque_pointer_converter.hpp: error C2220: 경고가 오류로 처리되어 생성된 'object' 파일이 없습니다.

E:\Amazon\Lumberyard\1.18.0.0\3rdParty\boost\1.61.0-az.2\boost/python/opaque_pointer_converter.hpp: warning C4819: 현재 코드 페이지(949)에서 표시할 수 없는 문자가 파일에 들어 있습니다. 데이터가 손실되지 않게 하려면 해당 파일을 유니코드 형식으로 저장하십시오.

Lumberyard version

-> all versions

**OPTIONAL] What is your role in game development??

-> programmer

*OPTIONAL] Tell us about your project or study.

WaterVolume Component Caustics failure

Describe the bug :
WaterVolume Component Caustics failure

Steps to reproduce:

  1. Create new Level
    2.Create new entity with WaterVolume component
    3.enabled caustics

Expected behavior:
WaterVolume Component Caustics Like Ocean

Screenshots/Logs:
Caustics Effect with WaterVolume:
1
Caustics Effect with Ocean:
2

Lumberyard version:
v1.19.0.0 - Build 918128

When I add any assets to my project folder, they are not appearing in the lumberyard editor

Describe the bug
Previously whenever I added any assets to the project folder, they appeared in the lumberyard editor. The asset processor popped up and then it was added to the folder. But now anytime I add an asset outside of lumberyard or within lumberyard editor, the assets or the new folders I create do now show up in the asset browser within lumberyard editor. .

Steps to reproduce
Please provide steps to reproduce the bug. The more detail you provide, the more likely we'll be able to reproduce it.

  1. Navigate to the D:\Amazon\Lumberyard\1.17.0.0\Dev\
  2. Create folder called objects
  3. Add character fbx files in objects
    4.Navigate to lumberyard editor and launch it
    5.Search the path you've created the folder and added the fbx files to
  4. The folder containing the assets and the new folder itself does not appear in the asset browser.
  5. Similarly if I import within the editor, I get the same result.

Expected behavior
Please provide a concise description of what you expected to happen.

All the new folders or assets I add to my project file do not appear in lumberyard editor
Screenshots/Logs
Please include any relevant screenshots and log files from your game project directory (e.g., C:\Amazon\lumberyard\1.15.0.0\dev\Cache\YOURPROJECT\pc\user\log). Note that you are posting to a public forum so please remove any sensitive information from your log files such as project name & path, IP address, credentials etc.

As you can see in the screenshot below, I have the folder objects in my file explorer, however that folder does not appear in the lumberyard editor.

image

Lumberyard version
State the version of Lumberyard in which you discovered this bug (e.g., v1.14.0.1 or v1.15.0.0 etc.).

1.17.0.0 Edition

[OPTIONAL] What is your role in game development?
Are you a game designer, engineer, artist, producer, something else?

Designer

[OPTIONAL] Tell us about your project or studio.
Briefly tell us about your project or studio.

Building a mobile game for android/ iphone

Unable to start a New project

Unable to create a project , with error at the Configure Project stage. Log says WindowsError: [Error 3] The system cannot find the path specified: 'C:/Amazon/sdk-tools-windows-4333796\platforms/.'
Process failed with return code: 1

I think the double \ is added by mistake. Where do I go and change the directory path.
image

image

image

Character falls down when changing scale

Describe the bug
When changing scale of the parent object of Actor component (Entity has animgraph component as well) character starts stretching, skewing, scaling inappropriately, falling down (animated, even physics affected?) and permanently changes transform element and does not revert back when resetting scale of parent.

Steps to reproduce
Change scale of actor entity.

Expected behavior
Actor behaves/scales appropriately and stands firmly.

Lumberyard version
1.18

WaterVolume/River Component materil realtime reflection failure

Describe the bug
WaterVolume/River Component materil realtime reflection failure(from 1.16)

Steps to reproduce

  1. create new level, add some building or vegetation around
    2.create new entity with WaterVolume/River component.
    3.create new material, select WaterVolume Shader
    4.enable Realtime Reflection in material editor shader generation params
    5.assign material to WaterVolume/River component.

Expected behavior
WaterVolume Component materil realtime reflection like version 1.15

Screenshots/Logs:
enable Realtime Reflection property:
1
WaterVolume Component materil realtime reflection in lumberyard version 1.19:
2
WaterVolume Component materil realtime reflection in lumberyard version 1.15:
3

Lumberyard version
v1.19.0.0 - Build 918128

River component distortion failure without infinite ocean

Describe the bug:
River component with Physics enable when Level not contained infinite ocean,Does not take distortion effect,and property speed failure

Steps to reproduce:
Create new level without infinite ocean, create new entity, add a river component and spline component, enable river physics, does not take distortion effect

Expected behavior:
River component show distortion effect with Physics enable when Level not contained infinite ocean.

Screenshots/Logs:
1
2

Lumberyard version
v1.19.0.0 - Build 918128

Install

Remove from your bootloader the mandatory installation of the VS 2015 redist(x64). I can not get rid of the error 0x80070666 simply by removing the previous versions, there are many tails left in the registry and they can not be found either automatically or manually.

Any version

game designer

Stuck on building project

So I've been trying to get lumberyard up and running for the last 4 hours, switching between different solutions, although I cannot seem to build or create a new project. I've tried to let it sit for up to 45 minutes, but given my pc specs, I don't expect it to take that long.

I've tried to install both VS2015 and VS2017. I've edited project files according to the newest video put on the lumberyard youtube channel, and I've restarted multiple times.

Project Configuration

The only thing logs are showing for the project, is the following:

[Warning] qrc:/markup/framework/AmazonFontLoader.qml:12:5: QML FontLoader: Cannot load font: "qrc:/fonts/OpenSans-Bold.ttf"(qrc:/markup/framework/AmazonFontLoader.qml, (null):12)
[Warning] Failed to load: qrc:/fonts/OpenSans-Bold.ttf(qrc:/markup/framework/AmazonFontLoader.qml, onStatusChanged:18)
[Info] Falling back to: function() { [code] }(qrc:/markup/framework/AmazonFontLoader.qml, onStatusChanged:22)
[Warning] qrc:/markup/framework/AmazonControls/AmazonDialog.qml:226:9: QML Item: Binding loop detected for property "height"(qrc:/markup/framework/AmazonControls/AmazonDialog.qml, (null):226)
[Warning] libpng warning: iCCP: known incorrect sRGB profile((no file), (null):0)
[Warning] libpng warning: iCCP: known incorrect sRGB profile((no file), (null):0)
[Warning] QWindow::setWindowState does not accept Qt::WindowActive((no file), (null):0)
[Critical] Failed to flush local socket.(d:\ly\workspace\PKG_v1_18\dev\Code\Tools\ProjectConfigurator\code\utilities\SingletonApplication.cpp, bool __cdecl ApplicationUtilities::SingletonApplication::BringPrimaryToFocus(void):164)

I have also installed MFC for VS, different windows builds, etc etc, running as admin, but nothing seems to help. If I enter some of the example levels, works just fine, I just can't create my own ones.

Geometry Cache Texture Distortion

Describe the bug
Geometry Cache textures are distorted when using Geometry Cache component. Alembic animations appear to have incorrect UV mapping.

Steps to reproduce
Create a plane, sphere or cube in Maya. Animate the mesh and export it as an alembic cache (including its UV map). Open the alembic file with the Geometry Cache component and apply a checkerboard material. (Alembic exports from Maya, Houdini and Blender all reproduce the bug.)

Expected behavior
Textures should not appear randomly distorted and should correspond to the mesh's UV.

Screenshots/Logs
Here is an animated plane with a square UV clearly displaying distortion on the edges.
plane_geo_cache

Lumberyard version
v1.18.0.0

An error occurred while loading gems

Describe the bug
I keep getting this error when attempting to run the Lumberyard Editor. This is a fresh install of Lumberyard, fresh (full) install of Visual Studio 2017, and a new project created in Project Configurator using only default gems and project settings. I have navigated to /dev and I ran lmbr_waf configure as well as lmbr_waf build_win_x64_vs2017_profile -p game as well as lmbr_waf build_win_x64_vs2017_profile -p game_and_engine, and I am still getting the error. The frustrating part is the Error window I'm getting says:

To continue, please build the current project before attempting to run Asset Processor again.

Which I clearly have done.

Steps to reproduce

  • Install Amazon Lumberyard
  • Create new Project (with default settings)
  • Attempt to open Lumberyard Editor

Expected behavior
I expected the Lumberyard editor to open and allow me to begin working on my newly created game project.

Screenshots/Logs
Imgur

Lumberyard version
Lumberyard v1.17.0.0

Release version on android takes 14 minutes to load.

Describe the bug
Game takes 14 minutes to load on android device when compiled as release and packed with assets and shaders.

Steps to reproduce
Compile game as release, deploy to an android device, launch the game.

Lumberyard version
v1.16.0.0

Editor Usability: Value sliders

Hi

In Houdini there is an awesome feature for changing field values:

What happens there:

  • I hold middle mouse button and drag mouse left-right and value is changed depending on currently selected increment.
  • Depending on vertical position of mouse increment is changed.

It will allow faster workflow.

Option to switch default behavior for Lua scripts editing

I'm quite unfamiliar with the built-in Lua editor, and I don't like it so far. Would like to see an option to switch double click/opening file behavior to use an associated application instead of right-clicking on the file every time.

Building the Starter game with Android Studio

What is your question?
How do I build the StarterGame project using Android Studio?

Which part of the engine are you asking about?
LumberyardAndroidSDK

Which version of Lumberyard are you using?
v1.21.1

[OPTIONAL] What is your role in game development?
Game Designer and Developer

[OPTIONAL] Tell us about your project or studio.
I'm still testing Amazon lumberyard.

ECS utilization

Hi

I got very used to proper Entity-Component-System architecture (separate from DOD). And used a lot of ECS frameworks. As you probably know Unity goes in a ECS way.

What are your plans for it?
Main use-case for me would be to query world for all entities with component A and B, without component C and do something with them.

I know there are EBuses for code organization, but ECS feels more logical and easier to track systems execution order.

Variable uninitialised, game crashes.

Describe the bug
Game crashes on debug mode when calculating physics area?

Steps
In dev/Code/CryEngine/CryPhysics/physarea.cpp line 372, pdata should be initialized to nullptr, cause it gets used on line 407 without being initialized, which causes a crash on debug mode.

Lumberyard version
1.18

How to migrate game project to newer versions of Lumberyard?

What is your question?
I'm using git as my version control solution and I'm curious if there is a recommended way to migrate a game project to newer versions of Lumberyard as they're released. Based on the readme, Lumberyard recommends forking the repo and creating a branch for a game project. This would require merging newer versions into my branch which contains an older version + my game project.

Is it better to create a separate branch just for my game project and rebase it onto newer versions of Lumberyard? Forgive me if I'm missing something obvious, I'm new to Lumberyard :P

Which part of the engine are you asking about?
Version control, project management, gems.

Which version of Lumberyard are you using?
v1.15, but moving to v1.16.

[OPTIONAL] What is your role in game development?
Are you a game designer, engineer, artist, producer, something else?

[OPTIONAL] Tell us about your project or studio.
Briefly tell us about your project or studio.

Brush radius preview is not updated after changing it's radius

Brush radius preview is not updated after changing it's radius

Steps to reproduce

  1. Open Terrain editor, move mouse to the terrain in that window.
  2. Press [ or ] multiple times

Expected behavior
Brush radius preview is changed right after pressing hotkey for changing radius.

Screenshots/Logs
image

Lumberyard version
1.18.0.0 build 866460

Notes

  1. Brush preview is updated correctly if you move mouse inside that window.
  2. If you are modifying terrain in scene view, then brush preview is updated right after clicking hotkey
    image

Can't create a new project

Describe the bug
Unable to create a new project. Reaching the "Building project" section errors with the message: "Error executing WAF. (See log for details)".

Steps to reproduce

  1. Downloaded and installed Lumberyard
  2. Installed required software (see screenshots)
  3. Attempted to create new project

Expected behavior
Expect to create a new project using the default project template.

Screenshots/Logs
ProjectConfigurator
01
02
03
04
05
06

lmbr_create.log

Lumberyard version
v1.18.0.0

Additional Info
Running Windows 7 and Visual Studio 2017.
Attempted fixing this issue using solutions from the Internet of which none have worked.
This includes:
Installing MFC in Visual Studio installer.
Uninstalling and reinstalling Lumberyard.
Running from Bin64vc141 directory.
Installing the optional software Clang.
Using the console to recompile. Running "lmbr_waf build_win_x64_vs2017_profile -p all" gives the same output found in the log file.

Release build does not launch at all in 1.18

Describe the bug
Game does not launch, no message displayed on most devices, shows a stopped working message on others.

Steps to reproduce
Compile release build, deploy, launch.

Expected behavior
Game runs.

Lumberyard version
1.18

GhostVisionPS shader compilation error

Describe the bug
In PostEffectsGame.cfx shader GhostVisionPS doens't compile.
line: OUT.Color = lerp(curPixel + lerp(luminance, ghosting), 1);
error X3013: 'lerp': no matching 2 parameter intrinsic function

Steps to reproduce
Open PostEffectsGame.cfx file in any text editor and inspect the code.

Expected behavior
Please remove GhostVision technique or fix the code.

Lumberyard version
v1.14.0.0

RayWorldIntersection does not collide with living on debug

Describe the bug
numHits = pWorld->RayWorldIntersection(raycastParams); does not return hits when hitting living entities (entities with character physics component) on debug mode, works on profile mode or other kinds of colliders.

Steps to reproduce
Place an entity with character physics component, cast a ray at it on debug mode.

Expected behavior
Ray is registered even in debug mode.

Lumberyard version
1.18

Code
`ray_hit hit = ray_hit();

unsigned int colisionFlags = rwi_stop_at_pierceable | rwi_colltype_any | rwi_ignore_back_faces;
SCollisionClass collisionclass = SCollisionClass();

IPhysicalWorld::SRWIParams raycastParams = IPhysicalWorld::SRWIParams();
raycastParams.Init(startPos, rayDirection, (int)ent_all, colisionFlags, collisionclass, &hit, 1);

auto pWorld = gEnv->pPhysicalWorld;
auto numHits = pWorld->RayWorldIntersection(raycastParams);`

I cannot create a new Amazon Lumberyard Project

Hello, I'm Jenna and I have been trying to install lumberyard for almost a month. Early Jan I bought a Alienware laptop to develop on lumberyard mobile games. Since then I have installed and wipped my laptop over and over again trying to get lumberyard working correctly. Please see below for my issue. If anyone could help me or at least point me in the right direction. I've followed many different ways, tutorials, online lumberyard instructions, and still I am stuck. Thanks in advance.

Describe the bug
I cannot create a new Amazon Lumberyard Project

Steps to reproduce

  1. Installed the Lumberyard 1.17.0.0 Version of Lumberyard from the Lumberyard website
  2. Installed all the required packages. See screenshots below:
  3. Launched Project Configurator 1.17.0.0
  4. Selected Create New
  5. Entered the "Name" and then selected default (I've also tried this with "Empty". Note: at first I received errors at step 2 "Configuring Project" saying that the platform, build-tools, google license SDK was not installed. So I ended up downloading Android Studio then unpackaging those files in the same directory that lumberyard was pointing to. After I did that I was able to complete all 5 steps in creating a project.
    See screenshot:
    image
  6. After I successfully created the project set it as default and closed out of Project Configurator
  7. I clicked Lumberyard Editor 1.17.0.0 icon on my desktop and launched Lumberyard Editor.
  8. I got the following error as seen in the screenshot:
    image
  9. I clicked ok then got the next error in the following screenshot:
    image

image

  1. I performed the following:
    Deleted my temp folder: D:\Amazon\Lumberyard\1.17.0.0\dev
    Opened a command window and navigated to D:\Amazon\Lumberyard\1.17.0.0\dev
    Ran lmbr_waf configure
    Ran lmbr_waf build_win_x64_vs2017_profile -p all

I got some yellow messages during the build, some white,and some green.
In the end I had a success message below:

image

  1. I tried to go back to Lumberyard editor and launch it and I still got the same messages.

  2. I bought an Alienware laptop in jan and I have literally been trying to get lumberyard to work for almost a month. I have wipped my computer and tried to reinstall the software over and over again. If anyone could please help me, I've tried everything and search everywhere for a possible result. I have also followed some other install instructions that had me go into visual studio in order to build but I am still getting the same outcome. Please if anyone could help me or point me in the right direction.

Expected behavior
Please provide a concise description of what you expected to happen.

  • I am expecting to be able to create a new game then launch it in the editor without errors

Screenshots/Logs
Please include any relevant screenshots and log files from your game project directory (e.g., C:\Amazon\lumberyard\1.15.0.0\dev\Cache\YOURPROJECT\pc\user\log). Note that you are posting to a public forum so please remove any sensitive information from your log files such as project name & path, IP address, credentials etc.

I looked in directory for log for my project (C:\Amazon\lumberyard\1.15.0.0\dev\Cache\YOURPROJECT\pc\user\log) and my directory only has the following folders.

image

Screenshots from #2 above.
image
image
image
image

image

image

Lumberyard version
State the version of Lumberyard in which you discovered this bug (e.g., v1.14.0.1 or v1.15.0.0 etc.).
Newest version on Amazons website: Lumberyard 1.17.0.0

[OPTIONAL] What is your role in game development?
Are you a game designer, engineer, artist, producer, something else?

designer

[OPTIONAL] Tell us about your project or studio.
Briefly tell us about your project or studio.

Wanting to use lumberyard to create android/ IOS mobile games

Shaders do not compile correctly on android.

Describe the bug
Shaders are not being compiled correctly for android devices, lightning appears white, no fog, no blur, flickering water, weird reflections. No errors are displayed in shader compiler, just truncation warnings.

Steps to reproduce
Run game on android. Game was tried on Xiomi redmi note 4 on OS 6.0.

Expected behavior
Game looks similar on android device compared to PC.

Screenshots/Logs
difference

Lumberyard version
1.17

C# scripting

Hi

That is the key part for me and a lot of other developers who I was talking to about Lumberyard.

There are 2 ways to code now (non visually):

  • Lua => C# wins in IDE quality, libraries, community AND performance. And C# is supported using mono in CryEngine. (Not ideal, but something)
  • C++ => C# is way less verbose, easier to learn and code.

I hope there will be ability to use C# at some point. I like lumberyard so far, but coding for it is THE problem for me.

River component with caustic effect

Describe your feature request:
River component with caustic effect like water or occean.

Describe workarounds or alternatives you've considered:
like infinite ocean component:
3

WASD movement stops working in the editor

Describe the bug
WASD movement stops working in the editor randomly while arrows work fine. Switching focus from Lumberyard window to another or clicking to blank space helps sometimes.

Steps to reproduce
Enter/exit play mode and select any object in the Entity Outliner using StarterGame project.

Lumberyard version
1.18.0.0

Option to quickly edit attached Lua/C++ scripts

It's quite inconvenient to search every time for a certain script in the Asset Browser. Would like to see an option in the component dropdown menu to quickly edit attached Lua/C++ scripts.

dropdownmenu

Provide code generator for component registration

Describe your feature request
When you create/remove component you need to add/remove it to waf file and ProjectModule. That takes time and is easy to forget.

I think it will be beneficial to insert component descriptors into some abstraction of projectModule using code generator. Same for waf.

May be add new command to waf for it?
So we could just add it into build script.

Cannot create new project or build existing

What is your question?
I tried to build project, using VS2017, but it said that it cannot find QT, but I've installed all required modules via Setup Assistant, so I went to 3drparty/Qt/{ver}/ and found version just for msvc140, there were not Qt for msvc141(VS2017). I've found VS2015 iso and installed it, but now I get the next errors:
Compilation failed - File: 'StreamSocketDriver.cpp.3470101.obj', Module: 'GridMate', Configuration: 'win_x64_vs2015|profile', error code 2 and other (this is the first one).
How to fix it?

The full log is attached:
lmbr_create.log

Which part of the engine are you asking about?
Project Configurator

Which version of Lumberyard are you using?
1.21.2.0

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