Makes MPS work again (Without PFX and WWISE) for 26.x#499
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nick-l-o3de wants to merge 2 commits intoo3de:developmentfrom
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Makes MPS work again (Without PFX and WWISE) for 26.x#499nick-l-o3de wants to merge 2 commits intoo3de:developmentfrom
nick-l-o3de wants to merge 2 commits intoo3de:developmentfrom
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Signed-off-by: Nicholas Lawson <70027408+nick-l-o3de@users.noreply.github.com>
This *REMOVES* PFX and WWISE. Those are still available in the branch `popcornfx-wwise` but will not be maintained unless we get pull requests that fix it. (It hasn't worked quite right in a while). It upgrades it to physx5 because physx4 is deprecated. I had to remove one reference to it inside Script Canvas Energy Ball, and Shield Generator Effects. This adds the missing SkyAtmosphere gem and updates dependencies to be on miniaudio + OpenParticlesystem instead of WWISE + PFX. Note that no particle effects have yet been modified, so there simply are no attached particle effects. We can't yet spawn particles dynamically using OPS (Without a prefab), so I have commented out sections that will require new OPS APIs to work. (See GameEffect.cpp). With this change we expect this project to work out of the box with no further 3rd party additions (just the assets repo) on 26.x, albeit without particle effects or audio to begin with. Signed-off-by: Nicholas Lawson <70027408+nick-l-o3de@users.noreply.github.com>
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Update MPS to be compatible with upcoming 26.x release.
Note that this also requires submission of o3de/o3de-multiplayersample-assets#175
This REMOVES PFX and WWISE. Those are still available
in the branch
popcornfx-wwisebut will not be maintained unless we get pull requests that fix it. (It hasn't workedquite right in several releases. If we can get a aworking version we can always archive a Last Known Good version as an example!)
It upgrades it to physx5 because physx4 is deprecated.
I had to remove one reference to PFX inside Script Canvas. Energy Ball, and Shield Generator Effects.
This adds the missing SkyAtmosphere gem and updates dependencies to be on miniaudio + OpenParticlesystem instead of WWISE + PFX.
Note that no particle effects have yet been modified, so there simply are no attached particle effects.
We can't yet spawn particles dynamically using OPS (Without a prefab), so I have commented out sections that will require
new OPS APIs to work. (See GameEffect.cpp).
With this change we expect this project to work out of the box with no further 3rd party additions (just the assets repo)
on 26.x, albeit without particle effects or audio to begin with. We can then begin updating the effects.
Signed-off-by: Nicholas Lawson 70027408+nick-l-o3de@users.noreply.github.com