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Lumberyard
Release Notes

Fixes

Lumberyard Beta 1.2 includes the following fixes:

AI

  • The editor no longer crashes when:

    • Attempting to grab an AI human in-game in the GameSDK project. This error occurred for AI humans that had a nonexistent grab type specified in the entity settings.

    • Saving CGF files for certain brush objects.

Asset Processor

  • Fixed an issue that caused the Asset Processor batch file to hang when attempting to cancel by pressing Ctrl+C.

  • Fixed an issue that prevented Lumberyard Editor from launching if the Asset Processor from a previous build is running in the background.

  • Fixed an issue that caused exported geometry (CGF and i_caf files) from 3D Studio Max to appear as failed in the Asset Processor.

  • Fixed a bug that caused numerous Asset Processor icons to appear in the system tray after switching projects or closing tasks.

  • Fixed an issue that prevented the Asset Processor from identifying changes to sys_game_folder in the bootstrap.cfg file.

Audio

  • Fixed an issue with undoing operations that caused the Audio Controls Editor to crash.

Cinematics

  • Fixed an issue that prevented movies or frames in Lumberyard from rendering to the paths with spaces specified in the Render Output dialog box in Track View.

  • Fixed an issue that caused incorrect sequence ranges to save when toggling between the Seconds and Frames time units in the Sequence Properties dialog box in Track View.

  • Fixed an issue that caused the editor to crash when using sequence names over 1,000 characters long.

Cloud Canvas

  • Fixed a bug that caused stackStatusListModel to erroneously use columnCount() rather than the enum ColumnCount when filling out a row.

  • Fixed an issue with the mobile analytics client using the default retry strategy that caused long pauses when a network connection is not present.

  • Fixed an issue that caused lmbr_aws to crash if the Metrics DLL does not exist.

  • Added validation for key name, bucket name, and file name in the S3 Download and Upload nodes.

  • The Forgot your password link in the Login to Amazon Lumberyard dialog box now displays the password assistance page as expected.

  • Various fixes include removing a dangling GridMate GameLift reference from the multiplayer Gem and removing an unnecessary dependency on IAM within Client Manager.

FBX Settings

  • Fixed an issue with importing FBX files that do not have a scene settings file that caused the Asset Processor to erroneously report a failure.

  • Fixed an issue that prevented the entry of characters that would have resulted in a duplicate group name.

  • Fixed an issue that caused the Scale property to allow both 0 and negative values when importing assets.

  • Extended the iterators in the Scene API with unit tests.

Flow Graph

  • Fixed floating point precision issues that caused the flow graph node Math:Equal to become unreliable when reporting equality between numerical values.

  • Fixed an issue that caused the flow graph node Math:EvenOrOdd to reverse even and odd numbers for the node outputs.

  • Fixed an issue that caused flow graphs, game tokens, track view sequences, and objects to delete when right-clicking the viewport while a level loads.

  • Fixed an issue that caused the editor to crash when attempting to add comments to a new flow graph by using shortcuts (for example, Right Alt+F, Right Alt+E, Right Alt+V, Right Alt+O, or Right Alt+D).

  • Fixed an issue that prevented an automatic refresh when a flow graph component is added to an entity.

  • Fixed an issue that caused the audio component to stop all triggers from executing on the owned proxy upon deactivation.

  • Fixed an issue that prevented the component flow graphs from uninitializing properly.

  • Fixed an issue that caused unusual behavior when selecting Change Group Name from the Global Flow Graphs menu.

Gems

  • Fixed a crash issue when shutting down the Gem Registry.

  • Fixed a shutdown crash issue in the Game Effect and Lightning Arc Gems.

  • Fixed an issue with deploying Monolithic builds for game projects that include Gems.

  • Fixed an issue with building tests for a new Gem that resulted in a failure and Uber file error.

  • Fixed an issue with release configuration failing on launch, resulting in a "Failed to load Gems project" error message.

Geppetto

  • Fixed an issue that prevented the animations list in Geppetto to remain in sync and display properly.

  • Fixed an issue that erroneously allowed invalid values (0 and negative numbers) for the scale when importing an FBX.

  • The editor no longer crashes when importing a new i_caf file with blendshapes.

  • The character tree list no longer displays deprecated CGA files.

  • The skeleton file type list no longer displays unsupported formats, such as SKEL and CGA.

  • The Resource Compiler no longer crashes due to the System Allocator from the Resource Compiler Scene and Scene API.

Lumberyard Editor

  • Fixed an issue that caused level slice to persist slice references across editor level sessions.

  • Fixed an issue that prevented scripts from successfully reloading in the editor for entity objects.

  • Fixed an issue that prevented the Camera Sample level's dynamic fly-by camera angle from functioning correctly when the Cycle balloon cameras button is pressed.

  • Fixed various stability issues with loading meshes.

  • Fixed an issue that caused the animation component to send multiple OnAnimationStopped events.

  • Fixed an issue with live-lock during loading if a level includes a certain number of mesh assets.

  • Fixed an issue that prevented the Component Palette window from unregistering from the plugin and closing properly.

  • Fixed an issue with invalid bound on an object when instantiating component entities from a slice, resulting in the object being off at the origin and breaking selection in the editor.

  • Fixed an issue that prevented values to be set when rotating a designer object on the y-axis to 90 or -90 and beyond.

  • Fixed an issue that prevented the use of spaces in the Lumberyard installation path.

  • The editor no longer crashes when:

    • Selecting a mesh file in PreviewModelCtrl.

    • Attempting to push entity changes to a slice.

    • Reloading slices and the flow graph wrapper accesses deleted objects.

    • Using proximity triggers that activated only once in profile.

    • Dragging an asset from the file browser into the viewport when a level is not loaded.

    • Cloning a game token.

    • Modifying the level library before loading a level.

Lumberyard Setup Assistant

  • Changed the default SDK requirements for running a game. If you want to compile game code only, you can now run a Waf configuration step. The Codejock Xtreme Toolkit Pro, which is included with Lumberyard, is now marked as required.

  • Various fixes include updates to text, icons, and page functionality.

3DS Max Exporter

  • The editor no longer crashes when setting up an AnimObject that uses a character and animation exported from 3D Studio Max.

  • Fixed an issue that misaligned the skin and bones after exporting from 3D Studio Max and assembling in Geppetto.

Mannequin

  • Fixed an issue that prevented the Transition editor from saving changes to procedural clips.

  • Fixed an issue that prevented the Mannequin Sequence file from saving properly.

  • Maya 2015 no longer crashes when using the User Defined Properties (UDP) tool.

Mobile

  • Fixed an issue that caused textures compressed by the Resource Compiler with colorspace=*,[auto|sRGB] to crash when loaded on iOS.

  • Fixed an issue that prevented skinned character shadows from working correctly in the GMEM render path.

Networking

  • Fixed a buffer overflow vulnerability in CarrierThread::ProcessIncomingDatagram when receiving incoming datagrams.

  • Fixed a buffer overflow vulnerability in CarrierThread::ReadAckData() when receiving malformed system ack messages, preventing a denial of service.

  • Fixed a crash in the object stream when skipping unreflected root node in binary mode.

  • Fixed a bug that prevented game code from receiving the SignIn system event.

  • Fixed a bug that prevented RPCs from being called for proxies when multiple chunks were bound to a replica.

  • Fixed a bug for processing unknown chunk types.

  • Fixed an issue that caused existing players to disconnect and the server to crash if the number of players attempting to connect exceeded the maximum number of players allowed, as specified by the sv_maxplayers value.

Particle Editor

  • Fixed an issue that prevented the Gradient Editor from preserving set values.

  • Fixed an issue that caused the delete confirmation dialog box to display twice when attempting to delete a particle or folder.

  • Fixed an issue that prevented a modified color value from saving to the XML file.

  • The editor no longer crashes:

    • After editing a particle from an imported library and closing the Particle Editor by clicking Cancel in the warning message dialog box.

    • After creating a library and closing the Particle Editor without saving the library.

    • When attempting to hide the Attribute panel in the Particle Editor.

    • In debug when configuring the layout to use multiple viewports.

  • Fixed an issue in the particle library version 27 that prevented particles from loading correctly.

  • Fixed an issue that prevented "forward" planar decals from rendering properly in certain projects.

  • Fixed an issue that caused materials cloned with a .ddna file to bind an incorrect smoothness/gloss texture.

  • Fixed an issue that caused the sun position and lighting to move when opening the Sun Trajectory pane.

  • The particle orientation now loads correctly in a level.

  • The environment probe preview option now renders correctly.

  • Added support for MIN_MAG_MIP_LINEAR as a shader token, which resolves asserts in debug.

Project Configurator

  • A warning message about running lmbr_waf configure after creating a project now persists within a single session of the Project Configurator. Previously the warning message would disappear after the first time a new project was created.

Sample Levels

  • Fixed an issue that caused a "texture file missing" warning message to display when opening the Animation_Basic_Sample level.

  • Fixed an issue that caused the Animation_Basic_Sample level to crash when using the SamplesProjectLauncher.exe standalone launcher.

UI Editor

  • Fixed the pop-up position of the Sprite Border Editor and the Anchor Presets widget.

  • Fixed various issues with running a game in the editor and loading a canvas in a game that is already loaded in the UI Editor. For example, loading a canvas in-game when it is loaded in the editor will result in a copy of the canvas that is used by the game.

  • Fixed a bug in the UITextInput component that prevented selecting a text range backwards from functioning correctly.

  • Fixed an issue with sliced images where the image rectangle is thinner than the sprite borders, resulting in the borders overlapping.

  • Fixed a bug that caused changes to save when clicking Cancel in the Sprite Border Editor.

  • Fixed a bug that caused the browser to save when clicking Cancel in the Changes have been made dialog box.

  • Fixed an issue that caused the UI Editor to become unresponsive when 20+ canvas files are open in the editor.

  • Reinstated the Font Effect property in the Text component property pane.

  • The image texture browser now properly supports the file formats listed in the browser: .bmp, .dds, .gif, .jpeg, .png, .tga, and .tif.

Miscellaneous

  • Fixed an issue that prevented AZStd::conditional_variable.wait(…) from halting a thread.

  • Fixed an issue that prevented the AZ::Entity cached shadow from updating.

  • Fixed an issue that caused AZ::Entities to vanish when moved from the initial position.

  • Fixed an issue with selecting more than eight entities by adding entries to the dynamic pop-up menu allocation.

  • Fixed an issue that caused the Resource Compiler to connect to Perforce during asset processing, even though the Perforce plugin is disabled in the editor.

  • Fixed an issue with saving changes in the Audio Controls Editor that caused the Perforce connection to break and display an error message.

  • Various fixes to the CodeGenPreview solution include updates to AZCore/AZCoreTests and support for proper include paths for rapidxml.