Lumberyard Beta 1.1 Fixes

Lumberyard Beta 1.1 includes the following fixes:

ASSET PROCESSOR

• Fixed an issue that caused the Asset Processor batch to quit before the queue was emptied.

• Fixed an issue that caused the Asset Processor batch to crash and tear down AZ::Environment.

• Fixed an issue with the Asset Processor batch error message that prevented control from returning to the parent process.

• Fixed an issue that prevented the Asset Processor from quitting immediately.

• Fixed a VFS issue that caused the Asset Processor to crash.

• Fixed an issue with premature processing of files that caused failures in the Asset Processor.

• The Asset Processor now runs in the background until it is accessed from the application.

• Lumberyard Launcher no longer crashes when opening the SamplesProject launcher before the Asset Processor.

AUDIO

• Fixed a bug with the Perforce plugin that prevented files from being marked for deletion when deleting audio libraries in the Audio Controls Editor.

• Fixed a bug that prevented OcclusionObstructionCalculationType values from being set correctly.

• Fixed a bug that prevented audio area shapes from setting the correct OcclusionObstructionCalculationType on initialization.

• Fixed an issue with serialization of switch states in the Audio Controls Editor that caused duplication of states.

• Fixed an issue with audio entities that caused looping sounds to play continuously across levels loading.

CINEMATICS

• Fixed an issue in Track View that prevented the Add/Delete Nodes and Add/Delete/Modify Track Events functionality from properly marking a layer as requiring a save.

• Fixed an issue in the Render Output dialog box that caused frames for sequences with the parameter Out of Range set to Constant to continuously render.

• Fixed an issue in Track View that incorrectly displayed muting of non-mutable tracks.

CLOUD CANVAS

• Removed the Apply flag from the Cloud Canvas nodes ConfigureProxy and SetDefaultRegion.

• Removed duplicate Success ports from the nodes that inherit from BaseMaglevFlowNode, including the Cloud Canvas nodes SetConfigurationVariable and GetConfigurationVariable.

• Updated the DynamoDB scan node to use the same StringLabel call as the Query.

• For DynamoDB tables, updated the feature template default value to 1 for read/write capacity. Table values for Don’t Die are set to 2 using the override in the project-settings.json file.

• Updated the regular expression backslashes to \ in the SNSSubscribe flow node.

• Fixed a memory deallocation issue that caused the editor to crash/assert on shutdown.

• Reworked the AWS C++ SDK integration into Lumberyard to avoid using the concept of “features,” which created unnecessary inclusions during compilation and linking.

• Debugged the SNSParseMessage flow node to notify success and error, and adhere to current patterns with an explicit activation port and a single error port. SQS Poller now activates success on message receipt.

• Fixed an issue with the CBreakPointsTreeCtrl not properly unregistering itself from the flow graph debugger that caused a crash bug when adding a breakpoint to a flow node.

• Fixed an issue in Flow Graph that caused input and output nodes to reverse, causing erroneous collisions. This occurred when loading and checking for duplicate links.

CONSOLE SUPPORT

• Fixed a logging error with the Virtual File System (VFS).

• Fixed an issue with the Xbox One monolithic build mode.

• Fixed an issue with the PlayStation 4 multi-project deployment.

• Fixed an issue that caused the profiler to crash.

• Fixed an issue with the Orbis renderer that caused it to become stuck when using non-VFS deployment options on profile or debug.

FLOW GRAPH

• An invalid flow graph no longer displays when loading a new level while a flow graph is being edited.

• The context menu in the tree view now accurately represents the available actions.

• Pressing the Delete key while editing comments or renaming nodes no longer deletes the selected node.

GEMS

• All Gems, including code, are now included when deploying Monolithic builds.

• Removed an incorrect dependency from the Rain Gem in EmptyTemplate.

• Various improvements to the Gems System’s build system includes:

  • Refactoring the Gem Manager to validate a project’s gems dependency when using lmbr_waf configure instead of during runtime.
  • Adding validations for file format versions.
  • Adding error handling for badly formed UUID strings.
    GEPPETTO

• Fixed an issue with updating the animation filter for a chrparams file that prevented the file browser list in the tool from repopulating.

• Fixed the Show in Explorer context menu option.

• Fixed an issue that prevented the file explorer view from updating when adding an i_caf.

• Fixed an issue that allowed the skeleton alias assignment for an i_caf to be cleared during asset processing.

• Fixed an issue that prevented Gems assets from being added to the file explorer view.

• Lumberyard Editor no longer crashes when navigating above the engine root in the file browser.

LUMBERYARD EDITOR

• Fixed an issue with FBX export from Lumberyard Editor that was silently failing.

• Fixed an issue in the Terrain Texture Layers window that prevented the Rollup Bar from detecting any name changes to the layers.

• The editor no longer crashes:

  • When launching a project for the first time and closing Lumberyard Editor.
  • When selecting files from other branches in the Recent Files list.
  • On exit if you are creating a new level using a newly created project.
  • When clicking Smooth Terrain in the Terrain Editor, due to memory overwrites.
  • When opening the Database View.
  • After executing Move Area twice with the Hold option.
  • When attempting to set Source LOD without setting Source CGF first.
  • When using certain console commands.
  • In debug when configuring layout to multiple viewports.
  • When changing objects in an auto-merged vegetation group.
  • When enabling self-shadowing terrain.
  • When creating a new entity.
    • Fixed an issue that caused levels to save in an incorrect location.

• Fixed an issue that prevented placing comments in the 3D view.

• Fixed an issue that prevented recently opened levels from appearing in the File menu.

• Fixed an issue that caused objects to scale inappropriately when tabbing through XYZ text boxes.

• Fixed an issue that prevented XYZ text boxes from updating when an object in the scene is moved, scaled, or rotated.

• When manually typing a scale value for an object that is set to lock the XYZ values, the object now scales uniformly as expected.

• Fixed an issue with the Camera_Sample level when first loaded in Lumberyard Editor that caused balloons to fly into the sky while the sphere that they were attached to remained stationary.

• Fixed an issue that caused the environment probe swatch preview to not work correctly.

• Fixed an issue that caused the environment probe preview option to render black.

• Fixed an issue with opening the Sun Trajectory pane that caused the sun position to automatically move.

• Fixed an issue with opening the Texture Browser that caused extended hangs and multiple files to not be found.

• Fixed an issue that prevented small textures (32x32 or less) from reloading correctly and caused the textures to appear black.

LUMBERYARD LAUNCHER

• Improved with various UX updates.

• Python is now required to run Lumberyard Editor.

• Removed Clang from the 3rdParty folder. In order to build the code generation tool, you must download Clang from the Amazon Lumberyard Downloads page.

MATERIAL EDITOR

• Fixed an issue that caused significant reduction in the framerate in the viewport.

• Fixed an issue that prevented swatches from rendering if the Material Editor was open while switching levels.

MAYA LUMBERYARD TOOL

• Fixed a bug that prevented Maya from writing MTL files to folder paths that did not already exist.

• Fixed a bug with upgrading that caused old Maya animation data to update the end frame to a zero value instead of using the original value.

NETWORKING

• Fixed an issue that prevented clients from properly connecting to an Amazon GameLift session.

• Fixed an issue that caused the second client to crash when running mphost on a client machine with another client already hosted.

• Fixed an issue that caused GridMate to create duplicate GameRules entities when connecting to a server.

PARTICLE EDITOR

• Fixed an issue that caused the smart file search functionality in the Import window to not work properly, even with files stored under the libs\particles directory.

• Fixed an issue that caused an error message when creating an item in the Particle Editor.

• Fixed an issue that caused duplicate presets to be added when loading a gradient library multiple times in the Gradient Editor.

• Fixed an issue with the orient to velocity functionality not working correctly.

• Fixed an issue with the Particle Editor window leaking 3MB each time it is opened and closed.

• Fixed an issue that prevented an exported particle library from importing properly. The XML file now imports as expected.

• Fixed an issue that prevented alpha clip from working properly.

• Fixed an issue that prevented continuous particle emitters with Remain While Visible enabled from activating properly.

• Fixed an issue with renaming particle emitters in the library that disallowed the use of 0 in the name.

• Removed the Focus option from the File menu, which did not work.

• Fixed an issue that prevented empty particle libraries from saving.

• Fixed an issue that prevented particle libraries from loading correctly if they were not in the Libs\Particles\ directory.

• Fixed an issue that prevented the names of the options under the View menu from properly reflecting the state of the pane when the pane is closed through another menu.

• Fixed an issue that caused an error message to display when attempting to import a particle library using Normal mode.

PROJECT CONFIGURATOR

• Improved with various UX updates.

• The Project Configurator now creates a blank user_settings.options file if one has not yet been created, for example if you run the Project Configurator before running lmbr_waf configure.

TWITCH CHATPLAY – The new Twitch IRC server selection logic fixes an issue that caused Twitch ChatPlay to function incorrectly for certain high-traffic channels.

UI EDITOR

• Fixed an issue with pressing Ctrl+Z that caused actions to undo in both the UI Editor and the Flow Graph Editor.

• Fixed an issue that caused the UI Editor to attempt to undo changes even if there were no changes.

• Fixed an issue that caused the Undo and Redo functionality to incorrectly add selected items.

• Fixed a lag issue with the area selection tool.

• Fixed a display issue in the Sprite Border Editor that caused the left and top lines to be nearly invisible.

• Fixed an issue that allowed prefabs to be saved with bad extensions or locations.

• Fixed an issue that caused XML reader warnings to display after opening the UiDemo level. The XML reader warnings incorrectly messaged the inability to locate sprite files, which are optional.

• The Ctrl+drag and select functionality now works identically in the UI Editor to Lumberyard Editor.

• Sample UI instructions no longer carry over when loading levels back to back.

• When loading canvases, all root level elements now appear collapsed.

• UI canvases are now properly positioned on the Xbox One.

MISCELLANEOUS

• Adjusted runtime flags to resolve issues when attempting to build a project with bld.LumberyardApp(…). The runtimes are incompatible and emit errors if you use a Lumberyard static library.

• Fixed a crash in profiling mode.

• Fixed an issue that prevented a failed texture compile from recompiling.

• Fixed silent path adjustments when working outside of your current project.

• Fixed an issue with Path::GamePathToFullPath returning non-normalized paths.

• Fixed an issue that prevented you from entering game mode the first time you created a map.

• Fixed a Python Scripts issue that caused the Show in Explorer window to open in the user folder instead of the script location.

• Fixed an issue that prevented the Stereo Mode and Output UI from setting any values. Previously only console variables could set any values.

• Fixed an issue that caused the Game SDK Launcher (GameSDKLauncher.exe) to crash if the Woodland level was loaded twice in a row.

• Fixed an issue that caused an ambiguous symbol error when using namespace AZ.

• Fixed an issue that caused the Debug Editor to crash when docking a window in the main viewport.

• Fixed an issue that prevented the grid and axis from rendering in OpreviewModelCtrl.

• Fixed an issue that caused the following error to display when a multiplayer client connected to a dedicated server: “[Error] some merged meshes failed to prepare properly.”
Known Issues
The following issues are known in Lumberyard Beta 1.1:

• If you use Windows 8 or later on a high-dpi monitor, Lumberyard has high-dpi scaling issues that interfere with the usability of the layout and user interface. Selecting Disable display scaling on high DPI settings in the editor.exe properties window will not fix the issue.
To resolve this issue, do one of the following:

  • (Recommended) Set your monitor to a resolution that is not high DPI. On your desktop, right-click and select Screen resolution. In the Screen Resolution dialog box, select
    1920 x 1080 from the Resolution drop-down. Click OK.

  • Keep your current resolution and view the Lumberyard user interface smaller on the screen. Go to Control Panel, Appearance and Personalization. Under Display, click Make text and other items larger or smaller. In the Change the size of all items window, move the slider scale to the smallest setting to prevent the OS from scaling up. Click Apply. Log out of your Windows account and then log back in.
    • Lumberyard Launcher might fail to run if msvcr120.dll is not present. You can resolve this issue by installing the Visual C++ Redistributable Packages for Visual Studio 2013.

• Installation paths that contain spaces are not supported. If you install Lumberyard in a path with spaces in the folder name, Lumberyard Editor and the Waf build system will not work properly.

• The following issues are known when installing Wwise LTX:

  • An installation error may result in the following message:
    “Microsoft Visual C++ 2008: Failed to execute the package: Fatal error during installation.”
    To resolve this issue, do any of the following:

  • Click Try Again for the installer to attempt to install the package again.

  • Click Cancel. Run the vc2008redist_x86.exe and vc2008redist_x64.exe installers (located in dev/Bin64/Redistributables/WwiseLTX/v2015.2_LTX_build_5495/), and then run the installer again.

  • Click Cancel. Turn off any antivirus software that is running on your computer, and then run the installer again.
    An access denied error may occur when using the Extract option in the Wwise LTX setup. To resolve this issue, manually run the installer (located in dev/Bin64/Redistributables/WwiseLTX/v2015.2_LTX_build_5495/Wwise_v2015.2_LTX_Setup.exe) as Administrator.

• If you are using a Mac, you must install third-party SDKs in the 3rdParty directory.

• If you use Perforce, some editor UIs will interact with your Perforce server. If the connection to your server is poor or you are experiencing other connection issues, the editor UI may briefly hitch during the connection attempt.

• The following issues are known in the asset pipeline:

If you switch branches, you must restart the Asset Processor.

  • Only asset types that have an implementation in the engine can live reload.
    • Occasionally a CAF file might fail to move or copy from the source folder to the destination folder. To resolve this issue, rebuild by using the AssetProcessorBatch.exe file.

• The game mode (Ctrl+G) functionality does not work as expected after creating a new level. To resolve this issue, you can save the new level immediately after creation and then reopen the level from the File menu in Lumberyard Editor.

• The CGA and ANM data types are deprecated.

• You can use area objects to create three dimensional zones in a level that are then used to trigger events. If a player is detected within the trigger volume of an area object, the trigger is activated. Area triggers that use the AreaSolid object type as the trigger detection volume do not work properly. You can use the Shape object type instead.

• The following issues are known in Lumberyard Editor:

  • The editor fails to start when building in debug/profile with the ‘editor and plugins’ configuration. You can build using the ‘all’ configuration instead.

  • The editor stops responding on exit if the system clock is inaccurate.

  • The GameSDK project displays several “Invalid geometric mean face area for node…” error messages when loading the Woodland level. You can ignore these non-fatal error messages.

  • The LOD Generation system does not work correctly and generates objects with distorted textures.

  • When using a system with an AMD graphics card, certain dynamic Global Illumination features are disabled by default, which disables indirect sun bounces. Enabling the e_svoTI_GsmShiftBack console variable will cause the system to crash.

  • Using the Waterfall shader as a submaterial may cause the renderer to crash. You can resolve this issue by using a material that does not have submaterials for any mesh that requires the Waterfall shader.
    • The following issues are known in the Geppetto tool:

  • The Copy Path and Show in Explorer options in the context menu do not work correctly.

  • The Clean Compiled Animations option in the File menu does not work correctly. You can resolve this issue by navigating to the cache folder in the root engine directory and deleting the folder that contains the CAF files under the current development platform and game project. This action forces a recompile of all animations.

  • The Color Hue slider in the Animation Event Presets panel does not appear to slide in the UI; however, the value is updated in the Color Hue text field and in the viewport.

  • Skeletons exported from 3ds Max that have non-zero rotation values on the root joint, bone, or dummy are not supported.

  • Warnings may display if you switch between characters while animations are playing.

  • CGAs appear in the file browser if they are present in the asset tree; however, you should not use these files because the CGA file format is deprecated.

  • The side-by-side compression view is not working.

  • The Clean Compiled Animations functionality is not working.

  • A workflow to create an .animevents file for a new character does not yet exist. You must create this file manually and add it to source control.
    • The following issues are known in the Mannequin tool:

  • The Transition Editor does not currently save any changes made.

  • The Mannequin Editor appears very small when you open it for the first time.
    • In the Maya Exporter, if an MTL file is marked as read-only, the Export Materials button will not export the material group again. Instead, a message will display that says, “0 material file(s)
    written.” To prevent the message from displaying, you can manually check out MTL files before exporting again.

• In the Maya Lumberyard Tool, the UDP editing tool breaks if changes are made to the LY_MAYA_SCRIPT_PATH. To customize tools, you should add your own environment variable rather than changing this package variable.

• When using the 3ds Max plugin, you might receive a runtime error if you have an object selected with the CrySkin modifier and you right-click to dismiss the menu.

• The following issues are known in the 3D Studio Max tools:

  • Absolute paths are saved in MTL files that are created using the material editing tools in Max.
  • Rotations that are applied on the root bone of a skeleton will not load in Lumberyard. You will not receive an error message; however, to prevent this issue do not apply rotations to the root bone of a skeleton in Max.
  • To ensure Max exports correctly, you must save your .max file before changing the Custom Export Path field.
    • The Pendula Row simulations may experience unpredictable behavior when loaded into the runtime.
    • In the Terrain Editor, the Flatten and Pick Height tools only allow integer values, even if a level has decimal values in the terrain. Attempting to use decimal values will not work. For example, you cannot flatten to a height of 32.4. You must specify 32 or 33. Pick Height will also return height values of 32 when clicking a location that is 32.4 in actual height.

• The following issues are known in the Material Editor:

  • The Material Editor may crash if user-created materials are not labeled according to naming standards.

  • The Material Editor item tree displays a verbose path when you create a new material. You can resolve this issue by refreshing the item tree.
    • The following issues are known in the UI Editor:

  • The Sprite Border Editor in the UI Editor does not work for some textures and shows a size of 0x0.

  • The Properties pane does not allow changes to multiple selected elements.
    • The following issues are known in Track View:

  • The left mouse button drag box marquee for selecting multiple key frames does not work.

  • If you start Lumberyard Editor with the Track View docked as an editor pane, the Key Properties subpane within Track View becomes permanently disabled. This prevents you from editing keys with Track View. To resolve this issue, undock the Track View and then restart Lumberyard Editor.
    • An error message displays when creating a new Gem and building the unit test configuration. To resolve this issue, edit the _tests.waf_files files (located in dev\Gems<GemName>\Code) to replace auto with none. This allows you to compile the test profile spec for your Gems.

• The Resource Compiler may occasionally crash when processing textures, such as cubemaps. Lumberyard Editor will automatically resolve this issue by recompiling the affected asset.

• Occlusion/obstruction might only work for SoundObstructionType MultiRays. Setting audio entities to use SingleRay does not work correctly to draw an occlusion ray.

• The following issues are known in the Flow Graph:

  • The Game:Stop node does not trigger on exit from game mode as expected. If you use the Game:Stop node to clean up flow graph activities that use ongoing resources, these activities may remain active.

  • The output ports are reversed for the Math:EvenOrOdd node. Odd numbers generate an Even output activation, and even numbers generate an Odd output activation.

  • The Material:EntityMaterialParams node does not apply changes made to the material parameters for an entity.

  • The Material:MaterialParams node does not allow any parameters to be selected.
    • The following issues are known in the Legacy Sample:

  • If you are using the heavy machine gun, animation may not display correctly when you enter third-person view in game mode.

  • In a debug build, you might see errors and warnings when loading maps, for example the Woodland map.
    • Reloading the Audio Controls Editor after creating new controls without saving (thereby discarding your changes) can prevent the Wwise controls from returning to the unassigned state. If you discard your changes using this method, we recommend that you restart the Audio Controls Editor to prevent further issues.

• The runtime mip map generation on PlayStation 4 is disabled due to a GPU crash.

• The following issues are known for iOS support:

  • Running a debug build with Metal validation enabled causes a fatal assert. To resolve this issue, either run a profile build or disable Metal validation. For more information, see “iOS Support” in the Lumberyard User Guide.

  • Textures with colorspace=*,[auto|sRGB] (see Bin64\rc\rc.ini) that are compressed by the Resource Compiler may crash when loaded on iOS devices. To resolve this issue, create an .exportsettings file with the same name, including the original extension, and add this file to the same folder as the source texture. For example, you can create source.tif and source.tif.exportsettings. Ensure
    the .exportsettings files contain the line /preset=ReferenceImage. This tells the Resource Compiler not to the compress the texture.
    • When developing for Android, the Java-based Gems are not supported.
    • The following issues are known in Twitch ChatPlay and JoinIn:

  • The Twitch IRC group server list that is used for Whispers is hardcoded (see ChatPlayCVars.cpp).

  • The Twitch JoinIn CreateLink flow node hardcodes the protocol that is used for the JoinIn link game:. We recommend that you do not use the game protocol in any end-user applications. The generic name may cause conflicts with other applications.

This is the list of fixes and changes that come with version 1.1. Where’s the list of Known Issues?