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
Change LOAD_LEGACY_RENDERER_FOR_EDITOR from true -> false, and added some null checks to protect against gEnv->pRenderer and gEnv->p3DEngine now being null in the editor as well as the launcher.
{LYN-2074} Add Animation data types Behavior for the scene graph (#253)
* https://jira.agscollab.com/browse/LYN-2074
* moved scene API color to centeralized location
BlendShapeDataFace
BlendShapeData
* 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::
- Reexport cloth assets with AssImp ON. These was necessary because AssImp collects a different name for the color streams than FbxSDK and therefore they needed to be reassigned in the cloth rule.
- Adding '_optimized' string to a global variable and using StringFunc RChop to remove it for a string.
* removing unused function and moving ctest_scripts to scripts/ctest
* Re-adding ebp-test
* Fixing typo that is making this test run in parallel with other tests
* Fixing hang when parameters are passed
* passing absolute path as a project
* small tweak to not print out during Python execution
* Moving the timeout to be in the build step
* Disable ebo_sanity_smoke_no_gpu
Co-authored-by: jackalbe <23512001+jackalbe@users.noreply.github.com>
If Atom isn't initialized and able to produce a ViewportContext, the Editor would crash. This attempts to make the initialization fail a bit more gracefully and fixes the crash in the cases I've tested.