Merge branch 'stabilization/2106' of https://github.com/o3de/o3de into carlitosan/thecleansing

This commit is contained in:
chcurran
2021-07-07 10:45:38 -07:00
4 changed files with 21 additions and 3 deletions
@@ -13,6 +13,7 @@
#include "SequenceBatchRenderDialog.h"
#include <AzCore/Component/ComponentApplication.h>
#include <AzFramework/Windowing/WindowBus.h>
// Qt
@@ -1215,6 +1216,18 @@ void CSequenceBatchRenderDialog::OnKickIdleTimout()
// All done with our custom OnKickIdle, restore editor idle.
SetEnableEditorIdleProcessing(true);
}
//When we disable the editor idle processing. system tick is no longer invoked.
//so we call it here to ensure rendering + other systems are updated.
if (!m_editorIdleProcessingEnabled)
{
AZ::ComponentApplication* componentApplication = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(componentApplication, &AZ::ComponentApplicationRequests::GetApplication);
if (componentApplication)
{
componentApplication->TickSystem();
}
}
}
void CSequenceBatchRenderDialog::OnKickIdle()
@@ -134,6 +134,11 @@ namespace AZ
// For lights that get their transform from the shape bus, force an OnShapeChanged to update the transform.
OnShapeChanged(ShapeChangeReasons::TransformChanged);
}
else
{
// OnShapeChanged() already calls this for delegates with a shape bus
HandleShapeChanged();
}
}
}
@@ -735,7 +735,7 @@ namespace Multiplayer
NetworkEntityHandle MultiplayerSystemComponent::SpawnDefaultPlayerPrefab()
{
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()), 1);
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()));
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity());
NetworkEntityHandle controlledEntity;
@@ -60,7 +60,7 @@ namespace ScriptCanvas
void RuntimeComponent::Execute()
{
AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::Execute (%s)", m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::Execute (%s)", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
AZ_Assert(m_executionState, "RuntimeComponent::Execute called without an execution state");
SC_EXECUTION_TRACE_GRAPH_ACTIVATED(CreateActivationInfo());
SCRIPT_CANVAS_PERFORMANCE_SCOPE_EXECUTION(m_executionState->GetScriptCanvasId(), m_runtimeOverrides.m_runtimeAsset.GetId());
@@ -116,7 +116,7 @@ namespace ScriptCanvas
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());
#endif
AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::InitializeExecution (%s)", m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::InitializeExecution (%s)", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
SCRIPT_CANVAS_PERFORMANCE_SCOPE_INITIALIZATION(m_scriptCanvasId, m_runtimeOverrides.m_runtimeAsset.GetId());
m_executionState = ExecutionState::Create(ExecutionStateConfig(m_runtimeOverrides.m_runtimeAsset, *this));