Moved settings registry wrapper function to atom tools framework
Created registry settings with default values for preview configurations based on asset type
Changed lighting preset previews and thumbnails to use reflective material
Created registry settings for preset selection dialog borders, padding, sizes
Updated shared preview utility functions to compare against registered asset types instead of passing them in individually
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
I actually tried this approach before and it didn't seem to work the way we needed, but I realized that's because PropertyAssetCtrl wasn't handling missing assets properly. I fixed a few issues there including showing the error button when the asset can't be found, and fixing a broken reference to the error icon file.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
Replaced and removed the CryTimer (gEnv->pTimer). The new TimeSystem is a merger of the current time functionality found in the engine.
* Rename TimeSystemComponent.h/.cpp to TimeSystem.h/.cpp
* Adding New TimeSystem
* remove old timer cvars
* small improvements to the time system.
- updated parts to use the time conversion functions.
- in AdvanceTickDeltaTimes applying t_simulationTickScale is now uses doubles instead of floats.
* Replace gEnv->pTimer / ITimer usages with TimeSystem
* Updating usages of AZ::TimeMs{ 0 } and AZ::TimeUs{ 0 } to AZ::Time::ZeroTimeMs and AZ::Time::ZeroTimeUs
* red code the CryTimer
* using TimeUs instead of TimeMs is some cases + updating usages of old cvars to new
Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
* Add a default fallback image when a StreamingImageAsset fails to load
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Don't release a missing/invalid texture reference in the skybox component. Hold on to the reference so that it can hot-reload
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Don't release a missing/invalid texture reference in the ibl component. Hold on to the reference so that it can hot-reload
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Use a different fallback image depending on the status of the asset. Including a setting to use a friendly image that is less obnoxious for anything that might have been missed in a release build
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Adding the stubbed in fallback textures
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Updated the seedlist for the RPI to include the fallback images. It only needs the default and the missing asset images, since the AP doesn't run in release builds, the asset status will always be unknown, not processing or failed to process, so if an asset is not bundled, it is just missing.
Signed-off-by: Tommy Walton <waltont@amazon.com>
* Switched to GetAssetIdByPath and removed some tabs
Signed-off-by: Tommy Walton <waltont@amazon.com>
* ATOM-16747 RPISystemInterface::GetDefaultScene returns the scene created by PreviewRenderer but not the Main Scene
Deprecate GetDefaultScene() function.
Update all the places which use GetDefaultScene to use Scene::GetFeatureProcessorFromEntityId or GetMainScene.
Tested with Editor, UI Editor, Material Editor, game launcher.
Signed-off-by: Qing Tao <55564570+VickyAtAZ@users.noreply.github.com>
(cherry picked from commit 8da6bea073)