Merge branch 'main' into non-uniform-scale-visibility
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@@ -319,7 +319,8 @@ namespace PhysX
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void EditorColliderComponent::Activate()
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{
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if (m_sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
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m_sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get();
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if (m_sceneInterface)
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{
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m_editorSceneHandle = m_sceneInterface->GetSceneHandle(AzPhysics::EditorPhysicsSceneName);
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}
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@@ -696,7 +697,7 @@ namespace PhysX
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// Here we check the material indices assigned to every shape and validate that every index is used at least once.
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// It's not an error if the validation fails here but something we want to let the designers know about.
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size_t surfacesNum = physicsAsset->m_assetData.m_surfaceNames.size();
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[[maybe_unused]] size_t surfacesNum = physicsAsset->m_assetData.m_surfaceNames.size();
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const AZStd::vector<AZ::u16>& indexPerShape = physicsAsset->m_assetData.m_materialIndexPerShape;
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AZStd::unordered_set<AZ::u16> usedIndices;
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@@ -879,7 +880,6 @@ namespace PhysX
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return;
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}
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const AZ::Data::Asset<Pipeline::MeshAsset>& physicsAsset = m_shapeConfiguration.m_physicsAsset.m_pxAsset;
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const Physics::PhysicsAssetShapeConfiguration& physicsAssetConfiguration = m_shapeConfiguration.m_physicsAsset.m_configuration;
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Physics::ShapeConfigurationList shapeConfigList;
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