Merge branch 'stabilization/2106' of https://github.com/o3de/o3de into carlitosan/thecleansing
This commit is contained in:
@@ -13,6 +13,7 @@
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#include "SequenceBatchRenderDialog.h"
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#include <AzCore/Component/ComponentApplication.h>
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#include <AzFramework/Windowing/WindowBus.h>
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// Qt
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@@ -1215,6 +1216,18 @@ void CSequenceBatchRenderDialog::OnKickIdleTimout()
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// All done with our custom OnKickIdle, restore editor idle.
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SetEnableEditorIdleProcessing(true);
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}
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//When we disable the editor idle processing. system tick is no longer invoked.
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//so we call it here to ensure rendering + other systems are updated.
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if (!m_editorIdleProcessingEnabled)
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{
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AZ::ComponentApplication* componentApplication = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(componentApplication, &AZ::ComponentApplicationRequests::GetApplication);
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if (componentApplication)
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{
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componentApplication->TickSystem();
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}
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}
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}
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void CSequenceBatchRenderDialog::OnKickIdle()
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@@ -134,6 +134,11 @@ namespace AZ
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// For lights that get their transform from the shape bus, force an OnShapeChanged to update the transform.
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OnShapeChanged(ShapeChangeReasons::TransformChanged);
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}
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else
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{
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// OnShapeChanged() already calls this for delegates with a shape bus
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HandleShapeChanged();
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}
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}
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}
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@@ -735,7 +735,7 @@ namespace Multiplayer
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NetworkEntityHandle MultiplayerSystemComponent::SpawnDefaultPlayerPrefab()
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{
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PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()), 1);
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PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()));
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INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity());
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NetworkEntityHandle controlledEntity;
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@@ -60,7 +60,7 @@ namespace ScriptCanvas
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void RuntimeComponent::Execute()
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{
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AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::Execute (%s)", m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
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AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::Execute (%s)", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
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AZ_Assert(m_executionState, "RuntimeComponent::Execute called without an execution state");
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SC_EXECUTION_TRACE_GRAPH_ACTIVATED(CreateActivationInfo());
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SCRIPT_CANVAS_PERFORMANCE_SCOPE_EXECUTION(m_executionState->GetScriptCanvasId(), m_runtimeOverrides.m_runtimeAsset.GetId());
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@@ -116,7 +116,7 @@ namespace ScriptCanvas
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AZ_Assert(m_runtimeAsset.Get(), "RuntimeComponent::m_runtimeAsset AssetId: %s was valid, but the data was not pre-loaded, so this script will not run", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().data());
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#endif
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AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::InitializeExecution (%s)", m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
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AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::InitializeExecution (%s)", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
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SCRIPT_CANVAS_PERFORMANCE_SCOPE_INITIALIZATION(m_scriptCanvasId, m_runtimeOverrides.m_runtimeAsset.GetId());
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m_executionState = ExecutionState::Create(ExecutionStateConfig(m_runtimeOverrides.m_runtimeAsset, *this));
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