Lumberyard Release Notes – Beta 1.24 (May 2020) - Lumberyard Release Notes

Lumberyard Release Notes – Beta 1.24 (May 2020)

Spring has sprung, and it’s time for a fresh release of the Amazon Lumberyard beta! We’re very pleased to bring you version 1.24, which contains many improvements to the Lumberyard engine and tools, particularly around quality of life with Script Canvas, the Editor, and asset management and bundling. We also fixed over 100 significant bugs as we work to bring more stability to our tools and keep you developing games smoothly.

Oh, and we added Visual Studio 2019 support. Yes!

As we continue to improve Lumberyard, we want to thank everyone in our community whose suggestions help us make a better product every release. Since the initial launch, we’ve overhauled over 70% of the original code base, and we’re working like crazy to make Lumberyard the best dang game engine out there. Keep sending feedback to our forums and to lumberyard-feedback@amazon.com! For the latest Lumberyard updates, follow us on Twitter, Facebook, and our blog.

Looking to get v1.24 of Amazon Lumberyard, or interested in giving it a spin? Download it here.

New to Lumberyard? Watch Learn Lumberyard in 20 Minutes!

Already a user? Share your feedback in the Amazon Lumberyard forums.


            1 24 teaser intro2

Highlights

Here’s a sampling of the new features and improvements found in Lumberyard Beta 1.24.

Community Contributions

As we grow our community support, we’re going to use this space to call out some of our top community contributors.

This release, we’d like to direct you to a great new Lumberyard Gem, C++ Hot Reload, created by Alvaro Martin (Promt in the Lumberyard Game Tech forums), which lets you make changes to your game code and variables and quickly see the effects without having to do a recompile. This improves iteration times considerably! Some of the features of the C++ Hot Reload Gem include:

  • Calculates dependents and dependencies of your files

  • Detects changes when you save a file

  • Generates a mapping of your variables to transfer to the new version

  • Wraps your modified files into a micro DLL

  • Creates a new pointer to your class (component)

  • Returns and restores that pointer for every instance you have in the game

  • Reloads and restores pointers for only your modified components

Get the C++ Hot Reload Gem by cloning https://github.com/CppHotReload/Lumberyard, copying the \CppHotReload folder under the \dev\Gems folder in your Lumberyard installation root, and enabling it through the Project Configurator.

We’d also like to thank the following contributors to our GitHub codebase:

  • GitHub user ximura, who contributed the following:

    • Support for Ctrl+V (Paste) in XConsole.

    • Fixed an issue where Metastream used a stale cache after restarting.

  • GitHub user SSPkrolik, who contributed the following:

    • Fixed an issue where you could not select decals by clicking directly on the helper icon.

    • Fixed an issue where the r_stats 6 console command did not show the correct number of shadow draw calls.

    • Fixed issue in the Particle Editor where changes in the color picker did not change the color.

    • Fixed an issuer where the designer tool created triangles with flipped normals when using the fill space tool.

  • GitHub user tkgdhughes, who contributed the following:

    • Fixed various warning and errors related to static analysis.

    • Fixed incorrect impulse applied to living entity when colliding with an object underfoot.

    • Added API reflection support to UiTextComponent::GetTextSize for access in Script Canvas.

    • Added parameter to optionally load a canvas if it was not found.

    • Added ability to play partial UI sequences.

    • Added cut, copy, and paste functionality.

    • Enabled the use of the LyShine сursor in XConsole.

  • GitHub user rustamserg, who contributed the following:

    • Fixed various issues related to using uninitialized variables found by Valgrind profiler.

    • Fixed potential self-dependency and argument unused warnings in WAF.

    • Fixed various issues related to CRenderMesh lock/unlock mismatches, remote console being disabled on performance builds, network, and compile errors.

    • Fixed an issue where an empty qtlibs folder was created even if Qt was not available.

    • Fixed CryAssert messages not logging as warnings properly for the Linux dedicated server configuration.

Great work, and our heartfelt thanks for contributing! You are making Lumberyard even better with your efforts. We still have other pull requests we’ve accepted to fully integrate, so if you’ve contributed recently, watch this space.

Script Canvas

First up: Script Canvas quality of life improvements! We continue to invest heavily in making Script Canvas a great experience for game developers, and this time, we’ve added improvements to working with node variables and math expressions, among other things. Check 'em out:

  • Node variable references

    Now, any data pin can be converted to a variable reference by dragging a variable from the Variable Manager directly onto the pin.

    
                        script canvas variable reference create

    An input reference performs the same as a Get variable node and retrieves the value of the variable at the time of node execution.

    An output reference performs the same as a Set variable node and assigns the output of that slot to the specified variable at the time of node execution.

    For more options and details, see Adding Variable References in Script Canvas Nodes. Convert your existing variable nodes into variable references and simplify your graph today!

    
                        script canvas variable reference convert variable node
  • Variable value changed event

    A Variable Notification Bus node can be added to the graph in order to receive a signal whenever the value of a specified variable is changed.

    
                        variable manager create on value changed
  • Math Expression node

    The new Math Expression node lets you type in a simple math expression and evaluate it. This eliminates the need to string together a bunch of math operator nodes in order to form a full equation. Before, you had to create a node for every operation in an expression, and it looked like this:

    
                        math expression node before

    Now, when using the Math Expression node, your work is significantly simplified! Check it out:

    
                        math expression node after

    Note: The Math Expression node allows variables to be used in the input node by using braces: {}, similar to the improved Print node. Speaking of the Print node…​

  • Print and Build String node improvements

    The Print and Build String nodes now allow you to edit a string, add new variables, and modify the input to the node.

    
                        node print build string

    Note that the order of pins now correlates to the order that they appear in the string, instead of the order in which they were added. Pretty sweet.

  • Expanding string inputs

    String inputs on a node now stretch and grow to the size of their inputs. While interacting with the string, the node will grow and nudge other nodes out of the way if nudging is enabled. See Allow Node Nudging in the Script Canvas Global Preferences.

    
                        string inputs nudge
  • Hiding unused slots on a node

    You can now make nodes more compact by hiding unused slots. Right-click on the node and select Hide Unused Slots.

    
                        node hiding unused slots
  • Auto-update of event receiver nodes

    There are new options for setting the Source input pin on EBus event receiver nodes. In addition to selecting a static entity, you can now specify the target using a variable reference. Whenever the value in the referenced variable changes, the EBus handler will update its Source ID to match.

    
                        autoupdate receiver node

    This also happens with any data that is passed into the node through a data pin.

    
                        auto update receiver data pin

    Note that this only works while the node option to Display Connection Controls is unchecked. Once that option is checked, all control of when the bus connects is controlled by the Connect and Disconnect logic pins.

  • HeartBeat timing node

    The new HeartBeat node sends out a pulse at specified intervals when active. Use this to coordinate events in your scripts around independent timers and clocks.

    
                        node heartbeat timing

But we’re just getting started with all the major improvements. Read on!

Visual Studio Support

Visual Studio 2019 support with Lumberyard is here! All editions of Visual Studio 2019 are supported, along with Visual Studio 2017, of course. The minimum version required for development is 16.2.4.

Here’s a few specifics:

  • New commands have been added for building vs2019 projects from lmbr_waf (specifically, lmbr_waf build_win_x64_vs2019_profile ).

  • Visual Studio 2015 through 2019 now share the same runtime redistributable installer. For convenience, we have included this in \dev\Tools\Redistributables\Visual Studio 2015-2019.

  • You can use the Lumberyard Setup Assistant to configure support for Visual Studio 2019, Visual Studio 2017, or both versions.

  • Additional flexibility has been added to build platform settings and Visual Studio solution (.sln) file names.

  • In Setup Assistant, the check boxes for each version of Visual Studio modify new flags that enable support for building using a version of Visual Studio (e.g. enable_win_x64_vs2017 ). These flags are found in the user settings file (dev_WAF_\user_settings.options). When a version of Visual Studio has been enabled, a solution (.sln) file will be generated for it by default in the Solutions folder each time lmbr_waf configure is run. You can override these settings and more on the command line. You can also generate the solution files manually by running the command lmbr_waf msvs , or using the new version-specific commands lmbr_waf msvs_2017 and lmbr_waf msvs_2019 .

  • Controlling the generation of specific versions of Visual Studio solution is now handled with version-specific settings, including generate_vs2017_projects_automatically and generate_vs2019_projects_automatically. This replaces the generate_vs_projects_automatically setting.

  • The visual_studio_solution_name setting has been replaced with version-specific settings, including vs2017_solution_name and vs2019_solution_name.

  • The default Lumberyard Visual Studio 2017 solution file name has changed to LumberyardSDK_vs2017.sln instead of LumberyardSDK_vs15.sln. The default solution for Visual Studio 2019 with Lumberyard is LumberyardSDK_vs2019.sln.

  • The Cry Shader Compiler Server file name has been changed from CrySCompileServer_vc141x64.exe to CrySCompileServer.exe.

  • The Lumberyard documentation has been updated to include Visual Studio 2019 in any relevant guidance.

For a complete list of options, see the updated Waf User Options and Settings. For more information about Visual Studio support, including specific workload requirements, see System Requirements and Running Lumberyard Setup Assistant in the Amazon Lumberyard User Guide.

GameLift Gem

We’ve added support for GameLift’s Flex Match matchmaking system in the GameLift Gem. Flex Match’s queuing system provides a highly scalable matchmaking solution for AAA games, and supports automatic or custom backfill options.

For more details, read the updated GameLift Gem documentation.

Multiplayer Gem

In coordination with the update to the GameLift Gem, we’ve also added Flex Match matchmaking support to the Multiplayer Gem, specifically to support in-game multiplayer lobbies. As part of this update, we’ve added a new field for the queue name and new cvars required for Flex Match configuration.

You can use this self-contained lobby from Lumberyard’s component entity system. To get started, just enable the Multiplayer Gem and add the MultiplayerLobbyComponent to a component entity in a scene.

The MultiplayerLobbyComponent provides a basic lobby that can perform the following tasks:

  • Search for an active game session

  • Create a visual list of game sessions

  • Join a particular game session

  • Create a game session

  • Name a game session

  • Determine the map to load into

  • Report errors

The MultiplayerLobbyComponent supports all of Lumberyard’s session services, including LANSessionService and GameLiftSessionService.

For more details, read the updated docs:

The instructions for setting up the Multiplayer Sample for GameLift have also been updated with new information about using the Flex Match matchmaking system..

Editor

The Editor gets some love this release, including the stabilization of entity IDs and Python bindings support.

  • This release includes a top customer request to stabilize entity IDs during slice operations in the Editor. Before 1.24, saving or modifying slices would regenerate entity IDs causing references to entities from scripts or components to become lost. Slice operations no longer generate new entity IDs.

  • Python bindings support: We’ve added two new gems, EditorPythonBindings and QtForPython (PySide2), that will allow feature and game teams to automate the Editor using Python. You can enable them through the Project Configurator.

    For more information, read Automating the Lumberyard Editor with the Python Editor Bindings gem.

  • Entity ID display: With our work in this release to stabilize entity IDs during slice operations, we have brought back the display of entity IDs in the Entity Inspector. Furthermore, you can now search by entity ID in the Entity Outliner. With these two improvements, you can easily trace console messages, errors, and asserts that call out a specific entity.

    Changes to the Entity Inspector:

    
                        entity inspector entity properties

    ...and the changes to the Entity Outliner:

    
                        entity outliner search entity id

    For more information, see the updated topic on Search and Filter for Entities in the Lumberyard User Guide.

Asset Bundler

The Lumberyard Asset Bundler got some serious love with 1.24! Now, managing and packaging large amounts of asset files gets even easier.

  • We’ve added support for a default project dependencies file, ${ProjectName}_Dependencies.xml to the project template, which includes audio control and particle related assets.

    • This file is created and supported by default in any new project. Assets referenced in this file will be added as seeds automatically when users create asset lists using the AssetBundlerBatch.exe and specify the addDefaultSeedListFiles argument.

    • You can also copy this file from the project template to any existing project, if migrating from an existing project. Assets referenced in this file will be added as seeds automatically when users create asset lists using the AssetBundlerBatch.exe and specify the addDefaultSeedListFiles argument.

  • During the asset bundling process, if you try to add a slice file as a seed, you now get a warning message; and if a dynamic slice is available for that slice, the dynamic slice is added instead. This is because non-dynamic slices are an editor-only asset and have no runtime behavior, and using one as a seed does not give the expected results when bundling a game’s assets.

  • Levels no longer emit product dependencies on the global audio control. Projects have been adjusted to include the global audio control in the project’s dependencies.xml file. If your project does not yet have a ${ProjectName}_Dependencies.xml file, one will be generated for you when you use the Asset Bundler.

    • If you’ve created a project dependencies file matching the naming pattern ${ProjectName}_Dependencies.xml, you will need to add the following lines to it:

      <Dependency path="libs/particles/preloadlibs.txt" optional="true" />

      <Dependency path="libs/gameaudio/wwise/*.xml" optional="false" />

  • Clouds, enabled via the Sky Clouds Gem in Gems\Clouds under the engine root, now emit product dependencies.

  • Snow Textures, enabled via the Snow Gem in Gems\Snow under the engine root, now emit product dependencies.

  • Improved performance of bundling multiple asset lists by nearly 3x though support for multithreading.

  • API update: The PerforceComponent::GetBulkFileInfo implementation now matches GetFileInfo functionality.

  • API update: We’ve added a new API to the AssetSystemRequestBus class: GetUnresolvedProductReferences. If you’re creating a new asset type and your asset has product dependencies that are not source dependencies, use this API in any builds connected to the Asset Processor to track when product dependencies become available. In this case--Asset Processor-connected builds—​an asset may be available and loaded before the product dependencies have been loaded, so any code that interacts with these assets should be written to handle this by calling GetUnresolvedProductReferences, and changing all necessary behaviors if any product dependencies aren’t ready yet.

  • Starter Game deployment scripts have been updated to use new asset bundling system. The Simple Asset Bundling Tutorial documentation has been updated to match this.

  • AssetBundlerBatch.exe reports an error if the platform argument is missing when using addPlatformToSeeds or removePlatformFromSeeds commands.

  • Engine dependencies system now supports exclusion path to exclude sub-folders caught by wildcard entries defined in the dependencies files.

    • Prepending the ':' character to a row in this file will mark it as an exclusion line. If an asset matches one of the non-exclusion lines in the dependencies file, it will not be included if it also matches an exclusion line.

    • If your project already has a ${ProjectName}_Dependencies.xml file, you should add an exclusion for this file in level folders for Wwise audio data. See the changes to dev/ProjectTemplates/DefaultTemplates/${ProjectName}/${ProjectName}_Dependencies.xml for examples.

  • Improvements to the level system such that levels inside .pak files can now be loaded directly. Loading of levels also works with bundles created by the new asset bundling system.

    • There is a known issue associated with this. See the Known Issues section for details.

  • Added new helper platforms, ALL and ALL_CLIENT, as new values for the --platform flag in AssetBundlerBatch.exe. These flags enable support for all platforms, including any that may be added in the future.

  • Added a new Asset Bundler comparison type, IntersectionCount. Given a list of AssetFileInfoLists and a count N, a new AssetFileInfoList will be created that only contains assets that are present at least N times in the input list.

  • Added the ability to reorder operations in ComparisonRules files for the asset bundler.

  • Improved file tagging system to better handle platforms, wildcards, and source product assets better. All file path patterns without an alias will be considered relative to the asset root folder by default, now. Users can specify a different root by adding an explicit alias to the pattern.

  • lmbr_waf commands are no longer case sensitive.

Whew! But we’re not done yet.

Asset Management and Processing

We’ve also made a number of improvements to asset processing, including support for command-line move and delete operations with AssetProcessorBatch.exe.

  • Asset Processor Batch (AssetProcessorBatch.exe) now supports asset relocation with the new instructions --move and --delete.

    • Syntax for move operations: --move= <FromPath> , <ToPath>

    • Syntax for delete operations: --delete= <Path>

    • *Example: *AssetProcessorBatch.exe --move {Path}/image.png,{Path}/image.png

      The --move and --delete instructions support the following modifiers:

      • confirm

        • Performs an actual move or delete, modifying files on disk. Without this modifier, move and delete will only provide a preview of the results of the instruction.

      • leaveEmptyFolders

        • Empty folders are removed by default. Adding this will keep empty folders after a move/delete.

      • allowBrokenDependencies

        • A move or delete instruction will fail, by default, if it will result in broken dependencies. This modifier forces the action to proceed despite broken dependencies.

      • updateReferences

        • For the --move instruction only*: Attempts to update files that reference the selected files. This is a simple find-and-replace of the absolute path and UUID/AssetId, and will not work for binary assets like FBX.

      • enablescm

        • Source Control Management is disabled by default in Asset Processor Batch. By setting this modifier, you enable the source control plugin and cause the move/delete commands to check out files for edit/move/delete as appropriate.

    • Wildcards (*) are supported for file name matches, but not for directory matches.

  • Asset Processor changes:

    • The old Assets tab of the Asset Processor user interface has been renamed to Job, and the other tabs of the Asset Processor have been reorganized based on usage.

    • A new Assets tab has been added with a UI that shows details about source and product assets for your game. It only shows assets that have been processed, and will update automatically as each asset is processed.

      
                              asset tab 1
    • Source Assets Details: When you select a source asset in the Source Assets tab, it will show you the scanned folder the asset was found in, the GUID for the asset, the products, the outgoing source dependencies, and the incoming source dependencies.

    • Product Asset Details: When you select a product asset in the Product Assets tab, it will show you the asset ID, last time the asset was processed, job key, platform, the source asset, the outgoing product dependencies, outgoing unmet path product dependencies, and incoming product dependencies.

    • You can quickly navigate between assets using the buttons next to related assets. For example, product assets have a button to jump to the source asset. There is also a search bar that applies to both the source assets tab and product assets tab. It searches by file name and path, and supports UUIDs.

    • If you use the Go to button to jump to an asset, the target asset will be included as an override to your search results. This was intentional to avoid clearing the search, or having an asset jump fail because the asset didn’t match the search results.

    • Right-click a completed job (other job types don’t work) to jump to that asset in the Assets tab.

  • We added a log message when the Asset Processor UI status changes to idle.

    Note: If you are working on automation that uses the Asset Processor, we recommend using AssetProcessorBatch.exe if possible. If you must automate around the UI, we recommend checking for a lack of updates to the Asset Catalog as a way to detect that the Asset Processor is idle. This log is meant for informative purposes only, and not for status checking.

  • Asset Pipeline: We added new the JobDependencyType, OrderOnce , to the asset pipeline. It is similar to the Order job dependency except that the job is only processed if all the dependent jobs have been processed at least once.

UI (LyShine)

  • We added a new Trigger Mode property to UiTooltipDisplayComponent, which allows a UI developer to select how the tooltip should be triggered. The three options are: On Hover, On Press, and On Click.

    For more details on these options, see the updated Tooltip Components page.

  • We added new Auto Fade properties to UiScrollBarComponent which allows the scrollbar to fade to fully transparent when not activated for a certain amount of time. You can also control Fade Delay and Fade Speed. Reclaim your visual real estate!

    
                        ui scrollbar autofade

Lumberyard Systems

We’ve created some new APIs to support console variables (cvars) and functors (cfuncs), along with two new messaging models. These new APIs currently coexist with the existing CryConsole cvars and EBus, so try 'em out in your code!

Physics

We’re continuing to move the Lumberyard legacy physics system to an entirely PhysX-based one. We also took some time to address a number of customer requests around scene queries.

Scene queries:

  • We enabled scene queries to work in a multi-threaded environment by enabling multi-threading for the Lumberyard PhysX gem. This multi-threading follows best practices as documented on the NVIDIA PhysX site.

  • We added the OnWorldCreated event when a PhysX scene is initialized. This allows Lumberyard users to execute custom game logic when the physics simulation world is created. To use it, connect to the OnWorldCreated notification EBus on the physics SystemNotificationBus API.

  • We added new Script Canvas nodes for scene queries, such as ray casts, shape casts, and overlaps, with additional Collision Group input. This enables the filtering of objects returned by scene queries, which is a necessary feature in some game scenarios.

    Note: Each PhysX scene query Script Canvas node now has a duplicate with the string 'With Group' appended to the name (see image below). You should replace existing nodes with those post-fixed with 'With Group' to use collision group filtering. *Scene query nodes without 'With Group' will be deprecated in a coming release. *

    
                        physics new scene query nodes

Shape colliders:

  • We added the new PhysX Shape Collider Component. The PhysX Shape Collider Component provides a similar function to the> PhysX Collider Component , but it creates the simulation geometry based on the shape definition supplied by a Shape Component , rather than defining the shape itself.

    We created this new collider component without an intrinsic shape definition to support the following situations:

    • Some shapes in your game are not supported by the PhysX Collider Component, such as the Polygon Prism Shape.

    • If the shape information defined by a Shape Component is used elsewhere in gameplay code—​for example to define an audio volume, a fog volume, or any other gameplay-associated definition that relies on the shape service—​and it is desirable to keep the physics geometry synchronized with the gameplay volume.

    • If Shape Components already exist in your game and there are no plans to migrate them to use PhysX Collider Components.

  • At the request of Lumberyard customers, we moved RigidStatic from BaseCollider to its own Static Physics Component. With this change, static rigid bodies are moved into their own component: StaticRigidBodyComponent. This component is spawned by either EditorColliderComponent or EditorShapeColliderComponent if the Editor entity does not have EditorRigidBodyComponent.

    This improves life for Lumberyard game physics programmers by:

    • Checking if an instance of BaseColliderComponent has a static rigid body coupled with it.

    • Making it easier to debug when you have multiple MeshColliderComponent or PrimitiveColliderComponent instances in a single entity, since only one BaseColliderComponent can have a coupled static rigid body.

Other improvements:

  • NVIDIA Cloth is now supported on Mac, iOS, and Android (as well as Windows).

    
                        1.24 PhysX ClothGrass 25
    
                        1.24 PhysX ChickenLittle Large

    Check out this video showing off our NVIDIA Cloth physical behaviors !

  • CryDesigner objects now work with PhysX!

  • We integrated the V-HACD library into the Physics Asset Pipeline. This library enables users to decompose meshes into relatively complex parts, and the resulting compound collider should be a fairly faithful representation of the original mesh, while still being usable by a rigid body (since it contains no triangle meshes). Parts resulting from mesh decomposition are separately processed through the asset pipeline, instead of as a whole). Each part is likely to be better approximated by a convex shape or a primitive than the original mesh, because each part is nearly convex.

    There are a few known issues with this:

    • Mesh decomposition is only available if the Export Type is selected as Convex or Primitive.

    • The actual results achieved by the decomposition depend mostly on the V-HACD library and are out of our control.

  • Added optimization of physics assets at loading time. In this case, Lumberyard now automatically fits primitive colliders to FBX assets on behalf of the user. This can save valuable time as it is no longer necessary to manually fit a primitive collider to an FBX asset used as a render mesh in-game. Just like triangle and convex mesh colliders, the primitive colliders are configured through the PhysX asset pipeline and exported as *.pxmesh assets. Lumberyard will initially support sphere, capsule, and box primitives. The feature has been designed with future extensibility in mind, and new primitive shapes can easily be added.

Documentation

We’ve added the first iteration of the new Lumberyard Welcome Guide to the public documentation! This is a lightweight guide designed to help new users understand the Lumberyard platform, and get a new installation setup and configured quickly with little friction. If you’re a new user, we’d love your feedback on it, so click that feedback box in the lower right of any page and let us know how we should continue to grow and develop it!

There will be more changes to the Lumberyard documentation structure and content coming in future releases as we balance new feature documentation with customer feedback and content gap coverage.

Breaking Changes

With Lumberyard 1.24, we introduced the following breaking changes:

Script Canvas and EMFX:

  • Quaternion - Create From Angles node

    Previously, the labels for the data in this node were presented as Yaw, Pitch, and Roll, but this did not reflect how the values were hooked up. The underlying logic has been fixed and the order of the fields has been changed to match the other quaternion nodes: Pitch, Roll, and Yaw.

    If you’re seeing unexpected behavior in your animations under 1.24, check your node definitions and ensure that you are using the updated ordering of the rotation data values.

Terrain:

  • We have added a new gem called the Legacy Terrain Gem. New projects will have the Legacy Terrain Gem enabled by default. If you use Lumberyard terrain in your current project, you will need to enable the *Legacy Terrain Gem in the Project Configurator. *

    Once you’ve done that, it will automatically add a Legacy Terrain Component to the Level Inspector for existing levels and you can add it yourself for new levels to create the terrain. If you don’t want or use terrain, you can leave this gem disabled.

    Read the documentation for the Legacy Terrain Gem.

Physics:

  • The Simulation::Update() method in the Physics API has been broken into two methods: StartSimulation and FinishSimulation. We made this change since a single call to Update stalls other logic (e.g. rendering) until simulation is complete and results are obtained, wasting frame time. Now, by breaking the call to Update into two methods, other operations have a window to execute between StartSimulation and FinishSimulation.

Python support:

  • Due to Python 2.x end of life for 2020, Lumberyard has fully switched to Python 3.7.5. The WAF build scripts have been updated to only run on Python 3.x. Older versions of Python have been removed from the Lumberyard install. If you have Python 2.x scripts, you must convert them to 3.7.5 or greater to use with Lumberyard 1.24.

Video playback:

  • The VideoPlayback gem was refactored to use a new framework for all video gems found in the new VideoPlaybackFramework gem. Existing users of the VideoPlayback gem will need to add a dependency on the new VideoPlaybackFramework gem.

Deprecations

With 1.24, we’ve deprecated the following features and content:

Documentation:

  • We’ve retired the Getting Started Guide due to poor customer feedback and have replaced it with the new Lumberyard Welcome Guide. The content from the Getting Started Guide will be rewritten for the current versions of Lumberyard and added back into the documentation in a coming release. You can find a link to the last version of it on the Lumberyard Documentation Archive page.

    We’ve archived the Lumberyard Legacy Guide and retired it from the online Amazon Lumberyard documentation. If you’re looking for it, it’s available as a downloadable PDF.

External Projects

  • External Projects has been deprecated for Lumberyard in v1.24. As a workaround, symlink or junction your project into your source tree if you’d like to have it stored elsewhere.

Flow Graph

  • Flow Graph has been completely removed in version 1.24 of Lumberyard. This legacy feature was disabled for new projects by default in version 1.12, having been made redundant by Script Canvas in version 1.11.

Gems

  • The following gems have been deprecated in Lumberyard 1.24:

    • NativeUIGem

    • UserLoginDefaultGem

    • AWSGem (previously used for Flow Graph)

Setup Assistant

  • The following features of Setup Assistant have been deprecated in Lumberyard 1.24:

    • The Adobe Photoshop SDK has been removed from the list of optional SDKs available during Lumberyard’s installation.

    • The Adobe Photoshop CryTiffPlugin has been removed from Lumberyard installation. Use the Texture Setting Editor to enable full support for the CryTiff texture format.

Resource Compiler

  • The Resource Compiler Image tool has been deprecated and replaced with a stub.

Physics

  • Announcement: Legacy Physics is deprecated with 1.24 and will be removed in a future release in favor of full PhysX support. If you have dependencies on Legacy Physics, please update your entities to use PhysX and your code to use AzFramework Physics::* APIs.

Support Announcements

The following changes are planned for a forthcoming release of Lumberyard:

Starter Game

  • The StarterGame Project will be receiving a content update in a future release to demonstrate best practices with Lumberyard such as having all environment assets in FBX format instead of CGF format, using PhysX as the Physics system, and demonstrating game play logic using Script Canvas scripts.

Lumberyard UI 2.0

  • The Lumberyard Editor will be getting some significant changes to its user interface in a coming release. When we release it, you’ll be able to toggle between the old UI and the new for a while.

    Check out a teaser with this animated GIF!

    
                     ui20 comparison

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