Remove (almost) all references to pRenderer (#651)
Remove all references to pRenderer, except from the DebugDraw and LyShine Gems that are still being updated.
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@@ -51,7 +51,6 @@ namespace AZ::IO
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: ArchiveLocationPriority::ePakPriorityFileFirst }; // Which file location to favor (loose vs. pak files)
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int nMessageInvalidFileAccess{};
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int nLogInvalidFileAccess{ IsReleaseConfig ? 0 : 1 };
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int nLoadFrontendShaderCache{ FRONTEND_SHADER_CACHE_DEFAULT };
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int nDisableNonLevelRelatedPaks{ 1 };
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int nWarnOnPakAccessFails{ 1 }; // Whether to treat failed pak access as a warning or log message
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int nSetLogLevel{ 3 };
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@@ -13,4 +13,3 @@
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#pragma once
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#define STREAM_CACHE_DEFAULT 0
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#define FRONTEND_SHADER_CACHE_DEFAULT 0
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@@ -13,4 +13,3 @@
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#pragma once
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#define STREAM_CACHE_DEFAULT 0
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#define FRONTEND_SHADER_CACHE_DEFAULT 0
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@@ -13,4 +13,3 @@
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#pragma once
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#define STREAM_CACHE_DEFAULT 0
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#define FRONTEND_SHADER_CACHE_DEFAULT 0
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@@ -13,4 +13,3 @@
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#pragma once
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#define STREAM_CACHE_DEFAULT 0
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#define FRONTEND_SHADER_CACHE_DEFAULT 0
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@@ -13,4 +13,3 @@
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#pragma once
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#define STREAM_CACHE_DEFAULT 0
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#define FRONTEND_SHADER_CACHE_DEFAULT 0
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@@ -761,16 +761,6 @@ namespace AzToolsFramework
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/// If the view pane was not registered with the ViewPaneOptions.isDeletable set to true, the view pane will be hidden instead.
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virtual void CloseViewPane(const char* /*paneName*/) {}
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/// Request generation of all level cubemaps.
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virtual void GenerateAllCubemaps() {}
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/// Regenerate cubemap for a particular entity.
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/// \param entityId ID of the entity that the cubemap is for
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/// \param cubemapOutputPath path to a image file to generate
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/// \param hideEntity Indicates whether the entity should be hidden during cubemap generation. Controls whether the entity's current cubemap output is baked into the new cubemap.
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virtual void GenerateCubemapForEntity(AZ::EntityId /*entityId*/, AZStd::string* /*cubemapOutputPath*/, bool /*hideEntity*/) {}
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virtual void GenerateCubemapWithIDForEntity(AZ::EntityId /*entityId*/, AZ::Uuid /*cubemapId*/, AZStd::string* /*cubemapOutputPath*/, bool /*hideEntity*/, bool /*hasCubemapId*/) {}
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//! Spawn asset browser for the appropriate asset types.
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virtual void BrowseForAssets(AssetBrowser::AssetSelectionModel& /*selection*/) = 0;
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