Release Notes

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Improvements and Changes

Lumberyard Beta 1.16 provides improvements and changes to Lumberyard systems and functionality. Choose a topic area to learn more.

Animation Editor

The Animation Editor has the following improvements and changes:

  • Input lag from tick ordering between the animation, physics, and scripting systems has been reduced.

  • HPHA fragmentation was implemented to reduce the Animation Editor's memory consumption. You can track memory issues by using HPHA memory debugging to do the following:

    • Assert on double deallocations

    • Assert on allocator destruction, if there are allocated memory blocks

    • Assert when you deallocate something that was not allocated

    • Assert when you deallocate a size that differs from what was allocated

    • Place a memory guard at the end of every allocation to assert if the memory guard doesn't match the stored memory guard

    • Produce failures if memory is used after it is deallocated

  • Debug tests for Script Canvas, GridMate, and the Lumberyard sound system now work properly when you enable HPHA memory checks.

  • Actors no longer have a 16-bit vertex limit and rendering animated characters no longer has a 65k vertices limit. You can now use any vertex or triangle count when rendering actors.

Asset Browser

The Asset Browser has the following improvements and changes:

  • You can now see source (unprocessed) assets and their directory structure.

  • The Asset Browser window has been updated to improve the visual design and implement standard icons.

  • You can right-click a file to open it, if a Lumberyard Editor tool exists to support the file type.

  • Asset types are now more modular. You can use gems to describe what happens when double-clicking or right-clicking custom asset types, or when customizing context menus and icons.

  • Operation performance improvements include the property editor and the initial time it takes to populate the Asset Browser during Lumberyard Editor startup.

  • Source control delays no longer occur when you load a level. Refreshing the source control now occurs asynchronously after you load a level.

Cloud Canvas

Cloud Canvas has the following improvements and changes:

  • The Cloud Gem Defect Reporter has added the following features to the Cloud Gem Portal plugin:

    • Save and share queries and reports

    • Filter defects by read status

    • Add comments to existing reports

  • You can now automatically create Jira issues for defects that your QA team or customers find. The Cloud Gem Defect Reporter can authenticate with and submit issues to a Jira instance with the appropriate Jira credentials.

  • AWS resources for cloud gems are now deployed sequentially, which allows you to deploy a large number of cloud gems simultaneously.

  • The Cloud Gem Framework now supports the following languages: Node.js, Java, C#, and Go. You can now write Lambdas in your preferred language when you create a cloud gem.

  • The Cloud Gem Framework has the following improvements for stability:

    • Gems are now created, updated, and deleted one at a time when you use the deployment family of commands. Previously these actions were completed in parallel, which could cause issues with AWS limits when modifying multiple resource groups simultaneously.

    • Custom resources are now locked to the version of the code that you used to create the resources. If the code changes and an existing resource instance is updated or deleted, the updated or deleted event will be processed with the same code that was used to create it. This helps prevent rollback issues when updating or deleting custom resources.

Deployment Tool

The Deployment Tool has the following improvements and changes:

  • The ARMv7 and ARMv8 Android targets are now supported.

  • You can now load the current level.

  • You can now select the target device.

  • Remote logs are now supported.

  • The connection handling for the shader compiler and Asset Processor has been improved.

HPHA Memory

Improvements to the high performance heap allocator (HPHA) were made to implement debugging and optimize performance.


Debugging tools were added to the HPHA allocator to detect common memory problems. For more information, see HPHA Memory Debugging.


To eliminate excessive memory fragmentation, the following changes were made to the high performance heap allocator (HPHA) (source code location: lumberyard_version\dev\Code\Framework\AzCore\AzCore\Memory\HphaSchema.cpp).

  1. Removed mMRFreeBlock to eliminate fragmentation that frequently occurred in the following scenario:

    1. A large allocation occurs.

    2. The large allocation is increased to page size or a multiple of page size.

    3. mMRFreeBlock is assigned to the remainder of the block holding the difference between the size increase and the requested size.

    4. Another, smaller allocation occurs that fits inside the mMRFreeBlock area.

    5. The large allocation in Step 1.a. is freed.

    6. The block cannot be freed because the small allocation in Step 1.d. has occupied the mMRFreeBlock area.

    Removing mMRFreeBlock forces the small allocation to occur in the smallest free block into which the request can fit.


    This change could potentially reduce memory locality and allocation performance.

  2. Removed mSmallFreeList because the blocks in that list were never reused nor freed.

  3. Changed the way in which the allocated size is calculated.

    Previously, the allocated size was calculated by getting the size after the block was split for the requested allocation. Now the calculation occurs when the system allocation call happens and when memory is freed. This change provides a more accurate total allocation size.

    As a result, note the following:

    • The allocation size now also accounts for block info size.

    • The allocation size is now the actual size requested by the allocator.

    • If a preallocated block is passed, it is not accounted as allocated size.

  4. If the allocation size is bigger than the page size, the allocation is no longer increased to page size. This eliminates the fragmentation that occurred in the following scenario:

    1. A large allocation occurs.

    2. The size of the large allocation is increased to page size.

    3. The remaining unused memory is added to mFreeList.

    4. Another, smaller allocation occurs that uses the block that was added in Step 4.c.

    5. The large allocation in Step 4.a is freed.

    6. The block cannot be freed because the small allocation in Step 4.d is using the block.


Compressed (PVRTC) normal maps are now supported by default. This helps with building normal map textures for iOS and improves performance at runtime.


Lumberyard now supports the DirectX Shader Compiler tool version 1.0.1-az. This version includes the following:

  • Bug fixes and stability improvements for compiling Metal shaders.

  • The ability to optimize shaders that contain branching inside loops. This reduces the size of the final shader that is generated.

  • Support for declaring temporary variables individually instead of using arrays. This allows the shader compiler to more easily detect and remove unused variables for each operating system.

  • A DxbcChunks command line executable that prints out the shader's reflection data in the same format that Lumberyard parses the data. This is useful for debugging the shader's DXBC chunks that are generated by dxcGL and dxcMetal.

Mobile Support

Android and iOS have the following improvements and changes:

  • The default geom cache (~20 MB) has been replaced with a placeholder (500 KB). This reduces the app size for both Android and iOS.

  • iOS version 12 and Xcode version 10 are now supported.


The networking system has the following improvements and changes:

  • The GridMate Carrier adds support for the Microsoft Registered I/O (RIO) socket interface. RIO provides a lower latency and higher throughput interface to the Windows kernel for processing network traffic.

  • The memorytoascii print utility has been added.

  • Carrier periodic or deferred ACKs have been added.

  • To reduce impact to low rate connections, the default disconnect for packet errors is now disabled.

  • The SerializerForEmptyClass() function is deprecated and now removed.

  • The SecureSocketDriver test case setup has been reworked for clarity.

Per-Platform Graphics Settings

The per-platform graphics settings have the following improvements and changes:

  • The Android models configuration file now allows regular expressions.

  • You can now override PC console variables on macOS.

  • You can now override console variables on Android, based on the GPU name and the API version.

  • You can use the Graphics Settings window to edit up to four custom configurations simultaneously.

  • You can use the Graphics Settings window to edit PC console variables.

  • The Graphics Settings window includes miscellaneous bug fixes and stability improvements.

SDK Compatibility

Lumberyard 1.16 is compatible with the following SDK versions:

  • AWS SDK for C++ version 1.4.34

  • Amazon GameLift Server SDK version 3.2.1

Texture Streaming on Mobile Devices

Texture streaming is now supported on mobile devices. This feature is disabled by default. We recommend that you enable this feature if your device doesn't have sufficient system memory to load all the textures in a level. Depending on the device, you may see an increase in memory usage. You can adjust this increase by setting the r_TexturesStreamPoolSize console variable.


You cannot enable texture streaming for Android devices that are missing IMG_COPY_EXT or OpenGL3_2 or newer. You also cannot enable texture streaming for Arm Mali devices.

For more information about streaming, see Streaming System in the Amazon Lumberyard Legacy Reference.

To enable texture streaming

  1. Use your preferred text editor to open any of the configuration files.

  2. Set the r_TexturesStreaming console variable to 1.

  3. Save the file.

  4. Use your preferred text editor to open the AssetProcessorPlatformConfig.ini file.

  5. Set mobile=/imagecompressor=CTSquish /streaming=0 to mobile=/imagecompressor=CTSquish /streaming=1

  6. Save the file.

UI Editor

UI elements now have a Start Enabled check box.

Visual Studio 2017

Lumberyard 1.16 supports Visual Studio 2017 version 15.8.6.

Beginning with Visual Studio 2017, Microsoft now releases updates on a more frequent cadence (in some cases, weekly). Lumberyard is tested with the latest version of Visual Studio available during the release cycle.


Thanks to the diligent feedback from Svyatoslav Razmyslov, we made numerous improvements and updates to the Lumberyard code.