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Lumberyard Release 1.10.0.0
Binaries Uncompressed Size: 7.49GB (8041132924 bytes)
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.gitignore

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# Ignore every file.
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*
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# Except for all other directories & subdirectories
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!**/
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# In every subdirectory, avoid ignoring files with the following extensions.
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!**/*.[cC][pP][pP]
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!**/*.[hH]
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!**/*.args
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!**/*.asp
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!**/*.attribute_layout
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!**/*.bat
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!**/*.c
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!**/*.cbc
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!**/*.cfg
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!**/*.chrparams
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!**/*.cmake
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!**/*.cmd
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!**/*.conf
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!**/*.coffee
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!**/*.cpp
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!**/*.cs
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!**/*.csproj
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!**/*.decTest
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!**/*.def
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!**/*.ent
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!**/*.ent_template
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!**/*.env
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!**/*.exportsettings
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!**/*.filters
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!**/*.h
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!**/*.hpp
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!**/*.html
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!**/*.hxx
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!**/*.ico
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!**/*.ignore
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!**/*.ini
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!**/*.inl
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!**/*.java
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!**/*.js
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!**/*.json
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!**/*.lua
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!**/*.lua_template
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!**/*.lyr
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!**/*.m
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!**/*.manifest
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!**/*.md
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!**/*.mel
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!**/*.mm
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!**/*.mk
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!**/*.ms
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!**/*.mtl
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!**/*.npmignore
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!**/*.p4ignore
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!**/*.plist
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!**/*.prefab
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!**/*.pro
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!**/*.props
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!**/*.py
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!**/*.pyproj
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!**/*.pys
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!**/*.pyw
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!**/*.qml
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!**/*.qmldir
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!**/*.qmltypes
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!**/*.qrc
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!**/*.qss
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!**/*.rc
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!**/*.sct
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!**/*.sh
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!**/*.slice
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!**/*.sln
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!**/*.spec
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!**/*.sql
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!**/*.targets
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!**/*.tcl
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!**/*.tip
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!**/*.[tT][xX][tT]
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!**/*.ui
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!**/*.uicanvas
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!**/*.vbs
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!**/*.vcproj
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!**/*.vcxproj
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!**/*.vssscc
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!**/*.waf_files
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!**/*.xbm
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!**/*.xml
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!**/ChangeLog
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!**/configure
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!**/DEVEL
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!**/lmbr_waf
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!**/[mM]akefile
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!**/makefile.appletv
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!**/wscript
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!**/README
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!**/TODO
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!**/waf
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# Make an exception to ignore specific directories
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# Most of these directories are brought in by executing git_bootstrap.
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/3rdParty
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/dev/AssetProcessorTemp
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/dev/BinTemp
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/dev/Bin64
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/dev/Bin64vc120
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/dev/Bin64vc120.Debug
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/dev/Bin64vc140
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/dev/Bin64vc140.Debug
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/dev/Cache
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/dev/FeatureTests
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/dev/SamplesProject
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/dev/Code/SDKs
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/dev/Code/Sandbox/SDKs
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/dev/Solutions
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/dev/Code/Tools/SDKs
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/dev/MultiplayerSample
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/dev/MultiplayerProject
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/dev/Gems/GameEffectSystem
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/dev/Gems/Oculus
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/dev/Gems/OpenVR
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/dev/Gems/PBSreferenceMaterials
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/dev/Gems/Substance
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/dev/Tools/CrySCompileServer/x64
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/dev/Tools/LmbrSetup/Win.vc140.Debug
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/dev/Tools/LmbrSetup/Win.vc120.Debug
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# Ignore ico files from Lumberyard folders but preserve ico files in project folders
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/dev/Code/**/*.ico
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/dev/CloudGemSamples/**/*.ico
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/dev/Tools/**/*.ico
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# Misc ignore files
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/dev/SetupAssistantUserPreferences.ini
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/dev/_WAF_/environment.json
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/SetupAssistant.bat

CONTRIBUTING.md

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# Contribution Guidelines
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Thank you for visiting our contribution guidelines! An active and healthy development community is what makes a good game engine an exceptional game engine. As we focus on developing new features and resolving bugs with every version of Lumberyard, we want to hear from you. We are interested in seeing how you're using the engine and what improvements you're making while you work on your own game projects. This is why, in addition to our [GameDev Forums](https://gamedev.amazon.com/forums/index.html), [Tutorials](https://gamedev.amazon.com/forums/tutorials) and [Documentation](https://aws.amazon.com/documentation/lumberyard/), we provide you with the opportunity to share your features and improvements with your fellow developers. After you modify the core engine code, simply submit a pull request.
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To make it easy for you to contribute to our game engine, the Lumberyard development team adheres to the following coding conventions. We believe that these guidelines keep the engine code consistent and easy to understand so that you can spend less time interpreting code and more time coding. We look forward to your contributions!
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## Compiler Compatibility:
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- Use the C++11 standard whenever possible.
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- Stick to the C++11 features that are commonly supported by Microsoft Visual Studio 2013/2015 (refer to https://msdn.microsoft.com/en-us/library/hh567368.aspx).
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## Formatting:
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- Lumberyard recommends using the Uncrustify code beautifier to keep C++ code consistent with the engine code. Refer to http://uncrustify.sourceforge.net/.
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- Apply indentation in a consistent manner:
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- Files should start without any indentation.
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- Use a single additional level of indentation for each nested block of code.
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- Indent all lines of a block by the same amount.
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- Make lines a reasonable length.
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- Indent preprocessor statements in a similar way to regular code.
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- When positioning curly braces, open braces on a new line and keep them flush with the outer block's indentation.
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- Always use curly braces for flow control statements.
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- Each line of code should only include a single statement.
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- Naming conventions for classes, functions, types and files should adhere to CamelCase and specify what the function does.
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- All header files must include the directive, "#pragma once".
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- Use forward declarations to minimize header file dependencies. Compile times are a concern so please put in the effort to minimize include chains.
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- The following syntax should be used when including header files: #include <Package/SubdirectoryChain/Header.h>
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This rule helps disambiguate files from different packages that have the same name. <Object.h> might appear relatively often, but <AZRender/Object.h> is far less likely to.
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## Classes:
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- You should define a default constructor if your class defines member variables and has no other constructors. Unless you have a very specifically targeted optimization, you should initialize all variables to a known state even if the variable state is invalid.
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- Do not assume any specific properties based on the choice of struct vs class; always use <type_traits> to check the actual properties
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- Public declarations come before private declarations. Methods should be declared before data members.
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- All methods that do not modify internal state should be const. All function parameters passed by pointer or reference should be marked const unless they are output parameters.
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- Use the override keyword wherever possible and omit the keyword virtual when using override.
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- Use the final keyword where its use can be justified.
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## Scoping:
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- All of your code should be in at least a namespace named after the package and conform to the naming convention specified earlier in this document.
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- Place a function's variable declarations in the narrowest possible scope and always initialize variables in their declaration.
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- Static member or global variables that are concrete class objects are completely forbidden. If you must have a global object it should be a pointer, and it must be constructed and destroyed via appropriate functions.
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## Commenting Code:
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Clear and concise communication is essential in keeping the code readable for everyone. Since comments are the main method for communication, please follow these guidelines for commenting the code:
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- Use /// for comments.
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- Use /**..*/ for block comments.
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- Use @param, etc. for commands.
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- Full sentences with good grammar are preferable to abbreviated notes.

LICENSE.txt

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Amazon Lumberyard
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Copyright (c) 2017 Amazon Web Services, Inc., its affiliates or licensors. All Rights Reserved.
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Learn more at https://aws.amazon.com/lumberyard.
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This product includes software developed by Amazon Technologies, Inc.
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All materials are made available on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, express or implied. Do not remove or modify any license notices.
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*************************************
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AMAZON LUMBERYARD
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The Amazon Lumberyard engine, integrated development environment, and related assets and tools included in this distribution are licensed as "Lumberyard Materials" under the terms and conditions of the AWS Customer Agreement, located at https://aws.amazon.com/agreement and the Lumberyard Service Terms, located at https://aws.amazon.com/service-terms. By using or accessing these materials, you agree to such terms and conditions. The term "Lumberyard Materials" does not include software and assets distributed with the Lumberyard Materials under separate license terms (such as code licensed under an open source license).
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*************************************
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TWITCH API
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By using the Twitch API you agree to the Twitch API Terms of Service posted at http://www.twitch.tv/p/api_terms_of_service and the Twitch Terms of Service posted at http://www.twitch.tv/p/terms_of_service.
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*************************************
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THIRD PARTY COMPONENTS
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Amazon Lumberyard requires the use of and makes available to you software and assets that have been developed by third parties and are subject to separate license terms (such as code licensed under an open source license), including the materials provided in \3rdParty. It is your responsibility to obtain and comply with the applicable licenses, along with any platform policies that may apply to you. Information on third party materials, and the applicable license terms, are referenced in or included with the materials, such as in separate LICENSE.txt files accompanying the materials.
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Please note that certain materials are subject to "copyleft" licenses, which require distribution of source code, including:
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- Qt Toolkit https://github.com/qtproject/, which is subject to the GNU Lesser General Public License version 2.1 (with certain exceptions, see \3rdParty\Qt\). A copy of the source code for Qt Toolkit may be found at https://s3-us-west-2.amazonaws.com/ly-legal/LicenseConformance/Qt/Src.zip
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- Qwt Widgets for Technical Applications http://qwt.sourceforge.net, which is subject to the GNU Lesser General Public License version 2.1. A copy of the source code may be found in \3rdParty\Qwt\.
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- Chardet https://chardet.github.io/, which is subject to the GNU Lesser General Public License version 2.1. A copy of the source code may be found in \3rdParty\AWS\AWSPythonSDK\1.2.1\botocore\vendored\requests\packages\.
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This software contains Autodesk(R) FBX(R) code developed by Autodesk, Inc. Copyright 2013 Autodesk, Inc. All rights, reserved. Such code is provided "as is" and Autodesk, Inc. disclaims any and all warranties, whether express or implied, including without limitation the implied warranties of merchantability, fitness for a particular purpose or non-infringement of third party rights. In no event shall Autodesk, Inc. be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of such code.
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This product includes components of the PowerVR Tools Software from Imagination Technologies Limited.

README.md

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![lmbr](https://s3-us-west-2.amazonaws.com/git-release/ReadmeResources/readme_header.jpg)
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# Amazon Lumberyard
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Amazon Lumberyard is a free, AAA game engine that gives you the tools you need to create high quality games. Deeply integrated with AWS and Twitch, Amazon Lumberyard includes full source code, allowing you to customize your project at any level.
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For more information, visit: https://aws.amazon.com/lumberyard/
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## Acquiring Lumberyard source
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Each release of Lumberyard exists as a separate branch in GitHub. You can get Lumberyard from GitHub using the following steps:
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### Fork the repository
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Forking creates a copy of the Lumberyard repository in your GitHub account. Your fork becomes the remote repository into which you can push changes.
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### Create a branch
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The GitHub workflow assumes your master branch is always deployable. Create a branch for your local project or fixes.
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For more information about branching, see the [GitHub documentation](https://guides.github.com/introduction/flow/).
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### Clone the repository
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Cloning the repository copies your fork onto your computer. To clone the repository, click the "Clone or download" button on the GitHub website, and copy the resultant URL to the clipboard. In a command line window, type ```git clone [URL]```, where ```[URL]``` is the URL that you copied in the previous step.
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For more information about cloning a reposity, see the [GitHub documentation](https://help.github.com/articles/cloning-a-repository/).
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### Downloading additive files
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Once the repository exists locally on your machine, manually execute ```git_bootstrap.exe``` found at the root of the repository. This application will perform a download operation for __Lumberyard binaries that are required prior to using or building the engine__. This program uses AWS services to download the binaries. Monitor the health of AWS services on the [AWS Service Health Dashboard](https://status.aws.amazon.com/).
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### Running the Setup Assistant
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```git_bootstrap.exe``` will launch the Setup Assistant when it completes. Setup Assistant lets you configure your environment and launch the Lumberyard Editor.
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## Contributing code to Lumberyard
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You can submit changes or fixes to Lumberyard using pull requests. When you submit a pull request, the Lumberyard support team is notified and evaluates the code you submitted. You may be contacted to provide further detail or clarification while the support team evaluates your submitted code.
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### Best practices for submitting pull requests
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Before submitting a pull request to a Lumberyard branch, please merge the latest changes from that branch into your project. We only accept pull requests on the latest version of a branch.
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For more information about working with pull requests, see the [GitHub documentation](https://help.github.com/articles/cloning-a-repository/).
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## Purpose of Lumberyard on GitHub
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Lumberyard on GitHub provides a way for you to view and acquire the engine source code, and contribute by submitting pull requests. Lumberyard does not endorse any particular source control system for your personal use.
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## Lumberyard Documentation
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Full Lumberyard documentation can be found here:
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https://aws.amazon.com/documentation/lumberyard/
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We also have tutorials available at https://gamedev.amazon.com/forums/tutorials
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## License
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Your use of Lumberyard is governed by the AWS Customer Agreement at https://aws.amazon.com/agreement/ and Lumberyard Service Terms at https://aws.amazon.com/serviceterms/#57._Amazon_Lumberyard_Engine.
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For complete copyright and license terms please see the LICENSE.txt file at the root of this distribution (the "License"). As a reminder, here are some key pieces to keep in mind when submitting changes/fixes and creating your own forks:
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- If you submit a change/fix, we can use it without restriction, and other Lumberyard users can use it under the License.
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- Only share forks in this GitHub repo (i.e., forks must be parented to https://github.com/aws/lumberyard).
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- Your forks are governed by the License, and you must include the License.txt file with your fork. Please also add a note at the top explaining your modifications.
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- If you use someone else’s fork from this repo, your use is subject to the License.
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- Your fork may not enable the use of third-party compute, storage or database services.
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- It's fine to connect to third-party platform services like Steamworks, Apple GameCenter, console platform services, etc.
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To learn more, please see our FAQs https://aws.amazon.com/lumberyard/faq/#licensing.
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bootstrap_config.json

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{
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"Checksum": "3e36c3cf356bec79843dc58d75f81615f3f01df07e0954344b8e1fd5f53f6200e4408d7ae79c7e83fbec6e5e4e0f94f98da80da4d0ab6b4a43757b8915831d0d",
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"URL": "https://d3dn1rjl3s1m7l.cloudfront.net/1.10.0.0/lumberyard-1.10-448546f-pc_121117_212248-binaries.zip",
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"Uncompressed Size": 8041132924
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}

dev/.p4ignore

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*.ilk
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*.suo
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*.user
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*.o
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*.temp
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*.bootstrap.digests
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*.log
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*.exp
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*.vssettings
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*.exportlog
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*.mayaSwatches
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*.ma.swatches
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*.dds
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*.bak
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*.bak2
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Solutions
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BinTemp
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*.options
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*.pyc
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*.db
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Cache
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AssetProcessor_tmp.exe
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Builders_Temp
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Bin64vc*

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