* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder
* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file
* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message
* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets
* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder
* Moving the Engine Settings Registry folder from Engine/Registry -> Registry
* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator
* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now
* Fixed Atom Shader Preprocessing when running using an External Project
* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable
* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root
* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder
* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder
* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder
* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension
* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command
* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder
* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames
* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder
* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available
* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder
* Updating References to EngineAssets source asset folder in code to be the Assets source folder
* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders
* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner
* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test
Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory
* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory
* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
TLDR
Thumbnails size will be removed from the system.
Each thumbnail class is responsible for determining its stored size.
Images and other thumbnail types can be scaled up or down within reason without blurring.
The thumbnail system uses the concept of context and size organize thumbnails by size based on their intended use. However, most of the thumbnail classes do not respect or use the specified size, which is 16 by 16 pixels and really only usable for small icons.
The thumbnails are currently being used in the asset browser tree control, the larger asset browser previews, the material component property asset controls, the material component inspector for the large preview, and other places. Each of these places use completely different sizes, some of which are large and change dynamically. Whenever the thumbnails are painted they are scaled to the desired size.
Material and mesh thumbnails were always being captured at 512x512 regardless of what the rest of the thumbnail system said. Source, product, and folder thumbnails would be stored at the original asset size. The loading movie thumbnail was always drawn at 16 by 16 and scale up so it was always blurry. Image thumbnails were always scaled down to 16 by 16 and scale up for larger previews.
Rather than worrying about the size of each context, each thumbnail class will store the image at whenever it deems to be a large enough size that can be scaled down when used.
This may eliminate the need for multiple thumbnail contexts which are not being used anyway.
https://jira.agscollab.com/browse/ATOM-15370
* renaming and organizing files
* removed unused files
* Removing unnecessary file
* moved file
* reverting movement of 3rdparty associations from gems to global
* removing unnecessary calls to ly_add_external_target_path
* fixing install prefix of ci_build
* Fixes to get 3rdparties declared in gems to be installed
* Allowing to install just one configuration
* Adding empty line at the end
* removing commented code
* setting IMPORETD_LOCATION_<CONFIG> and defaulting IMPORTED_LOCATION to the profile config in case other configs are not installed
Several image preset files had a full list of file masks for only one platform. I made sure that the same list was applied to every platform including the default preset.
Removed the "Swizzle" command from Displacement.preset. Swizzle "aaa1" is wrong since this preset expects a single channel image.
Added "_col" to Albedo.preset as an abbreviation for "_color".
Added "_rough" to Roughness.preset as it's a common abbreviation.
Added "_rgbmask" filter to LayerMask.preset to correspond to the "_mask" filter in Grayscale.preset.
Added a warning when an image can't be processed according to the assigned preset due to dimension issues. Otherwise it's difficult to figure out why it's using the ReferenceImage preset instead of what was expected.
Resized the "bark" textures to make them compatible with the image presets.
Removed the "bark1disp2.jgp" image and just applied the changes to the original bark1disp.jpg". It's just blurred a bit to remove excessive noise.
Renamed all the "bark" textures to include an underscore "_" after "bark1" to get the image pipeline to properly recognize the file masks.
Testing:
AtomSampleViewer automation.
All assets in AtomTest build.
Opened several levels in AtomTest.