Changes to get visibility system working again in-game
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@@ -1100,6 +1100,10 @@ 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 true; }
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bool RemoveEntity(Entity*) override { return true; }
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bool DeleteEntity(const EntityId&) override { return true; }
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@@ -1125,6 +1129,7 @@ namespace UnitTest
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AllocatorsFixture::SetUp();
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ComponentApplicationBus::Handler::BusConnect();
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AZ::Interface<AZ::ComponentApplicationRequests>::Register(this);
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m_serializeContext.reset(aznew AZ::SerializeContext(true, true));
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Entity::Reflect(m_serializeContext.get());
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@@ -1139,6 +1144,7 @@ namespace UnitTest
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m_descriptors.set_capacity(0);
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m_serializeContext.reset();
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AZ::Interface<AZ::ComponentApplicationRequests>::Unregister(this);
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ComponentApplicationBus::Handler::BusDisconnect();
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AllocatorsFixture::TearDown();
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