More replacement with target name
Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
This commit is contained in:
+2
@@ -81,6 +81,8 @@ namespace AtomToolsFramework
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void OnExceptionMessage(AZStd::string_view message) override;
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////////////////////////////////////////////////////////////////////////
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virtual AZStd::string_view GetBuildTargetName() {return targetName;};
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virtual void LoadSettings();
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virtual void UnloadSettings();
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virtual void CompileCriticalAssets(const AZStd::vector<AZStd::string> &assetFiltersArray);
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@@ -139,7 +139,7 @@ namespace MaterialEditor
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AzFramework::AssetSystem::ConnectionSettings connectionSettings;
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AzFramework::AssetSystem::ReadConnectionSettingsFromSettingsRegistry(connectionSettings);
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connectionSettings.m_connectionDirection = AzFramework::AssetSystem::ConnectionSettings::ConnectionDirection::ConnectToAssetProcessor;
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connectionSettings.m_connectionIdentifier = "MaterialEditor";
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connectionSettings.m_connectionIdentifier = targetName.c_str();
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connectionSettings.m_loggingCallback = []([[maybe_unused]] AZStd::string_view logData)
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{
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AZ_TracePrintf("Material Editor", "%.*s", aznumeric_cast<int>(logData.size()), logData.data());
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+2
-6
@@ -79,8 +79,7 @@ namespace ShaderManagementConsole
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void ShaderManagementConsoleApplication::CreateStaticModules(AZStd::vector<AZ::Module*>& outModules)
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{
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Application::CreateStaticModules(outModules);
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outModules.push_back(aznew AzToolsFramework::AzToolsFrameworkModule);
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Base::CreateStaticModules(outModules);
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outModules.push_back(aznew ShaderManagementConsoleDocumentModule);
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outModules.push_back(aznew ShaderManagementConsoleWindowModule);
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}
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@@ -98,11 +97,8 @@ namespace ShaderManagementConsole
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ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Broadcast(&ShaderManagementConsole::ShaderManagementConsoleWindowRequestBus::Handler::DestroyShaderManagementConsoleWindow);
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ShaderManagementConsoleWindowNotificationBus::Handler::BusDisconnect();
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AzToolsFramework::AssetDatabase::AssetDatabaseRequestsBus::Handler::BusDisconnect();
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AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::StartDisconnectingAssetProcessor);
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Application::Destroy();
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Base::Destroy();
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}
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void ShaderManagementConsoleApplication::AssetSystemAvailable()
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