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