Changes to get visibility system working again in-game
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@@ -1232,6 +1232,10 @@ namespace UnitTest
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void UnregisterComponentDescriptor(const ComponentDescriptor*) override { }
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void RegisterEntityAddedEventHandler(EntityAddedEvent::Handler&) override { }
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void RegisterEntityRemovedEventHandler(EntityRemovedEvent::Handler&) override { }
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void RegisterEntityActivatedEventHandler(EntityActivatedEvent::Handler&) override { }
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void RegisterEntityDeactivatedEventHandler(EntityDeactivatedEvent::Handler&) override { }
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void SignalEntityActivated(AZ::Entity* entity) override { }
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void SignalEntityDeactivated(AZ::Entity* entity) override { }
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bool AddEntity(Entity*) override { return false; }
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bool RemoveEntity(Entity*) override { return false; }
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bool DeleteEntity(const EntityId&) override { return false; }
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@@ -1252,6 +1256,7 @@ namespace UnitTest
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m_serializeContext.reset(aznew AZ::SerializeContext());
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ComponentApplicationBus::Handler::BusConnect();
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AZ::Interface<AZ::ComponentApplicationRequests>::Register(this);
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AZ::AllocatorInstance<AZ::PoolAllocator>::Create();
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AZ::AllocatorInstance<AZ::ThreadPoolAllocator>::Create();
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@@ -1270,6 +1275,7 @@ namespace UnitTest
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AZ::AllocatorInstance<AZ::ThreadPoolAllocator>::Destroy();
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AZ::AllocatorInstance<AZ::PoolAllocator>::Destroy();
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AZ::Interface<AZ::ComponentApplicationRequests>::Unregister(this);
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ComponentApplicationBus::Handler::BusDisconnect();
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}
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