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
The code that adds a $type field for pointers where needed was still assuming that custom serializer were always for primitives, which isn't the case anymore. This changes updates the behavior to allow $type to be added to those as well as long as they use an object. This does now however rely more heavily on earlier checks that the data needs a $type because it otherwise can't tell the difference between a primitive getting a default value (an empty object). In the original code this situation would have resulted in failed serialization though, so it's unlikely to be a problem.
* Fixed all Tests.
* Fixed tests stdout redirection
* Changed return code for failed tests to be 0xF
* Small improvements on automated testing code
* Created Periodic test suite and moved tests
* Made physics main to only have one test for now
* Renamed all tests to have leading AutomatedTesting::
Launch AssetProcessor from prebuilt SDK
- Look for AssetProcessor in a known SDK layout location if one in executable directory is not found.
- Adds more files to the CMake install to help fix some errors launching AP from SDK.
* Asset<T>::QueueLoad didn't trigger any loads in the case where an asset was in a Queued state, it simply returned the reference. This caused problems in the case where an asset was in the process of being cancelled and garbage collected, as it could be in a queued state with nothing actively loading it. The method now detects this case and calls GetAsset(), which triggers a new load.
* AssetContainer::IsValid() was returning true for canceled containers that no longer had a root asset. Now it returns false, to help ensure the container doesn't try to get reused.
* AssetContainer would add entries to the preloadList even if any potential preloads were filtered out from the load. They are no longer added, since they shouldn't be waiting for any dependent assets to load. (This could cause incorrect warnings to print in some situations)
* AssetContainer was erroneously warning about removing assets from a missing waiting list. The warning was removed, as the condition could occur when the same asset was being loading by two different containers - once with dependencies and once without.
* AssetDataStream::RequestCancel has been added, as it was missing, but nothing currently needs to use it.
* AssetManager::GetAssetContainer() now verifies that the container is valid before attempting to reuse it. This prevents asset containers that are in the middle of cancellation from getting reused.
LYN-2998
added protections around physx AZ::Events handlers that are connected/disconnected on selection events.
fixed entities not being deselected when entering game mode in editor.
* Remove Level Inspector from Prefab mode, and integrate the same behavior in the Entity Inspector
* Show prefab name in level entity row of the Outliner. Allow Ui Handlers to prevent renaming.
* Separate setting the prefab's template path and the container entity name.
* Disable reparenting to root level
* Disable the ability to rename the level entity.
* Fixes as per Ram's review
-Implements ResetInputChannels for ViewportController API and SetEnabled for ViewportControllerList
-Disables all viewport controllers while in game mode