Lumberyard
Release Notes

Fixes

Lumberyard Beta 1.16 resolves earlier problems. Choose a topic area to learn more about the related fixes.

Animation Editor

The Animation Editor has the following fixes:

  • Lumberyard Editor no longer stops working when you change an anim graph's parameter's type from Group to another type, that has at least one parameter assigned to it.

  • Lumberyard Editor no longer stops working when you press Ctrl + Z while dragging a connector from a recently created node.

  • Lumberyard Editor no longer stops working when you change a motion set to the Select a motion set option with the connector selected in an anim graph.

  • Lumberyard Editor no longer stops working when you change the Sync Mode value from Disabled within the Blend Space node.

  • Lumberyard Editor no longer stops working when you click on a 2D Blend Space node.

  • Lumberyard Editor no longer stops working after you add motions with a value of 0.0 for the X and Y parameters while the anim graph is active.

  • Lumberyard Editor no longer stops working when you open a workspace with an anim graph file that is saved outside of the game project's folder.

  • Lumberyard Editor no longer stops working when you browse the action history during recording after you load a motion set and create an anim graph.

  • Lumberyard Editor no longer stops working when you drag a motion from the Action History tab while the motion set is loading.

  • Lumberyard Editor no longer stops working while loading an anim graph file after you choose Activate anim graph in the Action History tab.

  • Lumberyard Editor no longer stops working when you open an actor file, choose the record button, and then load a second actor file.

  • Lumberyard Editor no longer stops working when you press and hold Ctrl + Shift and then click inside an anim graph.

  • Lumberyard Editor no longer stops working when you load an actor, enable wireframe rendering, and then enable or disable render options.

  • Lumberyard Editor no longer stops working when you specify a motion set with a hierarchy for the Anim Graph component.

  • Lumberyard Editor no longer stops working when you select a motion set and keep clicking the + icon to add multiple motion sets.

  • When opening the actor files, jack_idle_ZUp.fbx and jackbind_zup.fbx, the actors appear correctly with full body and standing straight.

  • Build errors for FbxTangentStreamImporter.cpp and FbxBitangentStreamImporter.cpp no longer appear.

  • Morph targets no longer trigger simultaneously on multiple actor instances.

  • Memory consumption and HPHA allocator memory fragmentation is reduced.

  • Input delay produced by tick ordering between animations and physics is reduced.

  • Blending motions appear correctly with the Full Clip Based Sync option enabled.

  • In the Vector3 gizmo parameter, the Make Default Value option now correctly resets the parameter value.

  • The same normal map used for a skinned (actor) and static (mesh) object now appear correctly.

  • While recording, the value for the Weight parameter in a node retains the value that you specify. The value no longer fluctuates during recording.

Asset Browser

The Asset Browser has the following fixes:

  • Folders and assets that you delete no longer appear in the Asset Browser.

Cinematics

The cinematics system has the following fixes:

  • Lumberyard Editor no longer stops working when you import a legacy camera entity to the Track View editor timeline.

  • Lumberyard Editor no longer stops working if you right-click and choose Delete for a sequence that refers to itself.

  • Lumberyard Editor no longer stops working if you edit the keyframe for Motion track in a track view sequence and then press Ctrl + Z and Ctrl + Shift + Z to undo and redo the change.

  • Lumberyard Editor no longer stops working if you change parameters in the Edit Sequences Properties dialog box and then press Ctrl + Z and Ctrl + Shift + Z to undo and redo the change.

  • Lumberyard Editor no longer stops working when Batch is cleared or removed during rendering in the Track View editor.

  • Lumberyard Editor no longer stops working when you try to delete a track view sequence in game mode. The Track View editor can only be accessed in editor mode.

  • Character animations in a track view sequence no longer start from a t-pose when playing the animation.

  • For a Motion track, the Time Scale property in a keyframe now correctly plays the animation speed that you specify.

  • Only one Simple Motion component can be added to an entity.

  • Improved performance in Lumberyard Editor when importing a complex FBX camera animation into a track view sequence.

  • Unit tests no longer hang at shutdown.

  • When you add a component entity to a track view sequence, replacing a component with an incompatible component no longer causes data loss.

  • In game mode, the effect of the NearClipDistance track no longer ends right after the last key. It remains active until the end of the sequence.

  • In the Track View editor, specifying a second Director node as the active director no longer uses the first Director node's tracks. The Director node that is active will use the tracks specified.

  • You can now blend animations in the a track view sequence with the Blend In Time and Blend Out Time properties.

  • When you right-click a track view sequence, the Import FBX File and Export FBX File menu options are removed.

  • The Track View editor no longer adds default values to existing tracks when you create a single Position, Rotation, or Scale track from a Transform component.

  • In the Track View editor, a warning dialog box appears if you set the Render Output to a custom resolution of 8000x8000.

  • The last frame in a track view sequence renders correctly from the correct camera if the sequence has more than one Director node.

  • The color picker in the Track View editor now updates in real time when you choose a color.

  • Disabling the DepthOfField node now disables the effect immediately while the sequence is selected.

  • Moving multiple keys together in the Track View editor timeline now move correctly as a group.

  • The Audio Trigger component attached to an entity now plays correctly in a track view sequence that has a Motion track.

  • In the Track View editor, the first key added to the Curve Editor no longer disappears when you move or add another key to the same track.

  • In the Track View editor, key selection no longer switches back to a previously selected key in the Curve Editor.

  • You can add entities with the same name to a track view sequence. Entities appear in the sequence with incremented names (for example, Entity1, Entity1-2, Entity 1-3 and so on).

  • When you reload a level, a track view sequence with two Director nodes opens with the correct Director node that is active. The sequence no longer defaults to the first node.

  • Duplicate sub-expressions of the – operator have been removed from the EntityNode.cpp file.

  • Entities referenced by a track view sequence in a slice no longer have their tracks temporarily disconnected after pushing changes to the slice.

  • Pressing Ctrl + Z to undo the creation of a Comment node will undo the action instead of the two previous actions.

  • The Sequence Camera button in the play speed options of the Track View editor is moved to the Viewport Camera Selector menu.

  • When you disable nodes and track view sequences, the changes are visible in the viewport.

  • Disabled components on an entity are also disabled from the corresponding node in a track view sequence.

Cloud Canvas

Cloud Canvas has the following fixes:

  • On the Defect Reporter Cloud Gem Portal Client Configuration tab, the Text field type no longer accepts a negative value for the Character Limit property.

  • On the Game Metrics Cloud Gem Portal REST Explorer tab, the input boxes now align correctly when /dashboard/{facetid} is selected for Path and Post is selected for Verb.

  • When the CloudGemMetric resource group is disabled in Resource Manager, CloudGemSamplesLauncher.exe is run, and a level is opened in Lumberyard Editor, a CrySystem Initialization Failed message no longer appears in the game launcher user interface.

  • On the Game Metrics Cloud Gem Portal REST Explorer tab, certain path and verb combinations no longer cause type undefined errors in the console or error logs.

  • In the In Game Survey Cloud Gem Portal, pressing the Export to CSV option on the Individual Responses tab now causes the response to be exported successfully.

  • In the In Game Survey Cloud Gem Portal, slider type survey questions no longer accept characters other than non-negative numbers or non-negative numbers and a single decimal point in the Minimum Value or Maximum Value fields.

  • In the Leaderboard Cloud Gem Portal, the Reservoir Sample Size setting now saves correctly.

  • In the Text to Speech Cloud Gem Portal, when a new speech line that includes an ampersand (&) or less than (<) character is saved and Preview is pressed, an error message no longer displays.

  • All messages sent from the Web Communicator Cloud Gem Portal REST Explorer tab now appear in the channel activity logs.

  • POST messages from the Web Communicator Cloud Gem Portal REST Explorer tab that are sent using the path

    /cloud/send/send/{cognito_id} no longer display an error and are sent correctly.

  • When five or more profiles are loaded into Credentials Manager and the default profile is changed, a delay no longer occurs in marking the new profile as the default.

  • The cleanup.cmd script now ignores global resources if the --region parameter is specified. If both the --region parameter and the --delete-global-resources parameter are specified, global resources such as IAM roles and Amazon S3 buckets are deleted.

  • CloudGemSamplesLauncher.exe no longer stops working after you switch levels in Lumberyard Editor.

  • When special characters (! @ # $ % & ( ) [ ]) are passed to AZ_Warning (for example, AZ_Warning("CloudGemFramework", false, "%");), Lumberyard Editor no longer crashes with the error Invalid parameter detected in CRT function.

Component Entity System

The component entity system has the following fixes:

  • In the Simple Motion component, the Preview in Editor property is disabled by default in the viewport.

  • Lumberyard Editor no longer stops working when you try to add an entry to ReflectedPropertyEditor when the container is at maximum capacity.

  • Lumberyard Editor no longer stops working when you use shortcuts while using the manipulator to change a shape component, such as a box or spline.

  • The Spawner component no longer displays errors in the console when you cancel a slice instantiation by entering and exiting gameplay mode.

  • Components that were missing help icons now point to their documentation page.

  • The Random Timed Spawner component now correctly spawns slices in different locations when you specify a Spawn Delay time.

GitHub Pull Requests

The following fixes are based on GitHub pull requests:

  • Based on the pull request from tkgdhughes, AZ CameraFramework memory leaks has been fixed. Allocators have been specified and functionality was added to clean up the behaviors that are instantiated by the editor and serialization system.

  • Based on the pull request from tkgdhughes, SharedMemory::IsMapped has been implemented.

  • Based on a pull request from tkgdhughes, fixes a GridMate carrier crash:

    • Fixed DTLS handshake errors.

    • Fixed Multiplayer Sample Component re-use errors.

    • Fixed several crash and assert errors in the networking system, and changed some asserts to errors.

    • Removed UI components from dedicated server to prevent crash.

    • Added nullptr checks in Session management to prevent crash.

    • Fixed issue of WAF throwing a exception when the show_option_dialog is used.

    • Fixed race condition between interest chunk descriptor registration/client replica proxy creation.

  • Based on the pull request from ximura, GridMate supports removing registered members for voice chat.

  • Based on a pull request from SSPkrolik, changing the RGB text values at the top of the color picker in the Particle Editor now updates the color correctly.

Graphics

The graphics system has the following fixes:

  • Temporal antialiasing (TAA) sharpening was applied when antialiasing was disabled. Closed TAA sharpening was applied to all antialiasing modes including when antialiasing was disabled. The r_antialiasingTAASharpening console variable now only changes the sharpening for TAA (r_antialiasingMode=3) and the new r_antialiasingNonTAASharpening console variable changes sharpening for all other antialiasing modes (r_antialiasingMode= 0 – 2). The new r_antialiasingNonTAASharpening console variable defaults to 0.

  • Shadow caster bounds are now recalculated per light instead of once.

  • Material.LoadByName works correctly in Lua.

  • Entities that are near an entity with the Infinite Ocean component attached now reflect in the ocean.

Lumberyard Editor

Lumberyard Editor has the following fixes:

  • The error report now displays the correct object with every error message.

  • The FBX Settings tool no longer stops working when the Select nodes dialog box is open and then the FBX Settings tool is docked to the Lumberyard Editor.

  • The Asset Editor no longer stops working when you edit an .inputbindings file that has many Input Event Groups.

  • The /threads option has been removed from the Resource Compiler.

  • When you choose File, Edit Project, Switch Projects or Configure Gems, Lumberyard Editor now correctly closes and launches the Project Configurator.

  • Using lmbr.exe, you can create an external project that has the same name as a project in your engine root directory.

  • Lumberyard Editor no longer stops working when you choose File, Edit Project, Deployment Tool when Android is not configured.

  • In the Project Configurator, for the System Entity Editor, the Add required components dialog box is now cropped to fit the screen. You can scroll to view all the components.

  • Performance is improved when you drag an entity's Transform component gizmo around the viewport that has many entities.

  • LmbrCentral no longer shows tests are failing when HPHA memory checks are enabled.

  • Memory leaks were fixed in LmbrCentral.

  • When the Restore Viewport Camera on Game Mode setting is disabled, the viewport camera's x and y positions and rotations are not restored after switching from game mode to edit mode.

  • When editing a level in Lumberyard Editor, only one frame calculation occurs per system tick.

  • Lumberyard Editor no longer stops working when you undo and redo multiple actions with the Terrain Tool and then select an entity.

  • Lumberyard Editor no longer randomly stops working after launching.

  • Lumberyard Editor no longer stops working when you open a texture file (.tif, .png, .jpg) in the Asset Browser with the Resource Compiler.

  • Lumberyard Editor no longer stops working when you create or open a level while the Layers panel is open and Perforce is enabled.

  • The setting that you specify for the Restore Viewport Camera on Game Mode Exit option no longer reverts when you exit gameplay mode.

  • Attributes in .met files generated from a custom build now indicate a custom build.

  • Editor.exe no longer keeps running after Lumberyard Editor is closed when switching between gameplay and editor mode on a level with many entities.

Lumberyard Setup Assistant

The Lumberyard Setup Assistant has the following fixes:

  • You can run setupassistantbatch.exe to update the msvs_version in the user_settings.options file.

Networking

The networking system has the following fixes:

  • In the Multiplayer Sample, when you connect LAN MPS clients, replicas are correctly constructed and the console doesn't display log spam.

  • In the Multiplayer Sample, memory leaks have been fixed.

Starter Game

The Starter Game level has the following fixes:

  • Lumberyard Editor no longer stops working when a slice made of each entity is then instantiated in a new level and you then switch to gameplay mode.

  • Lumberyard Editor no longer stops working when you launch the StarterGame level for the first time.

  • The weapon projectile now appears correctly when firing.

  • Starter Game, Multiplayer Sample and Cloud Gem Samples launchers no longer silently stop working when you load a level.

  • For the Transform component, non-static transform warnings for parent entities no longer appear in the console when you switch to gameplay mode.

  • Enemies appear correctly and are not longer missing when you switch to gameplay mode.

  • AI now correctly spawns on the Starter Game and Getting Started Guide levels.

  • The StarterGameLauncher application no longer stops working after you launch it in release mode.

  • The errors for the missing Lens_flare1.dds and grey.dds texture files no longer appear in the console when you launch the StarterGame level for the first time.

  • Error pop-up windows no longer appear when you open the Getting Started Guide (GSG) levels.

  • Lumberyard Editor no longer stops working after you enable the r_AlphaBlendLayerCount console variable and you have a Nvidia graphics card.

  • Stack trace errors for ListenToGlobal and Property Delay no longer appear in the console after you defeat the robot holding the blue card.

  • An XML parser warning no longer appears in the console when interacting with the Time of Day example.

  • The CameraBus warning for SetFov no longer appears in the console when you switch to gameplay mode in the StarterGame level.

  • Rendering warnings for ScreenFader no longer appear in the console when you load the StarterGame level in Lumberyard Editor.

  • Serialize stack errors no longer appear in the console when you load the StarterGame level in Lumberyard Editor.

  • Jack no longer appears stuck after completing a jump animation in gameplay mode.

  • Soundbanks are updated to support Wwise LTX 2017.2.2.

  • River foam appears correctly near the edges of the water.

  • The grenade launcher projectile now correctly fires through the center of the crosshair.

  • An object that displayed the defaultparticle.dds file in gameplay mode now appears correctly.

  • In areas where Jack is not standing, the lighting and colors of those areas now appear correctly.

  • Orphan nodes for Point Light and Transform components no longer appear in the IntroSequence.

  • Jack now moves correctly when aiming and moving backwards at the same time.

  • When you instantiate the CommsArray_jumpUpgrade.slice, Interior_auto_doors.slice or gun.slice into a level, the entity now appears in the location of the viewport that you specified.

  • When you instantiate the building_lrg.slice and build_sml.slice into a level, the entity appears correctly above the terrain.

  • Jack no longer gets stuck in an infinite falling motion when between two crates.

  • Jack's feet now move correctly while firing the weapon and rotating the camera.

UI Editor

The UI Editor has the following fixes:

  • Lumberyard Editor no longer stops working when you switch to a UI canvas with a slice in which the child element was deleted and pushed to slice in another canvas.

  • Lumberyard Editor no longer stops working when you change languages in the UI Editor using the NotoSans.fontfamily file.

  • Lua scripts used in a UI canvas are now fully loaded before the canvas activates.

Miscellaneous

Lumberyard has the following miscellaneous fixes:

  • When running a game with the Lua stack checker enabled in the ScriptContext.h file, the Lua stack checker no longer displays the incorrect count in the Properties_NewIndex net binding.

  • The AZ Code Generator no longer stops working when you specify the same name and description in a custom Script Canvas node.