Removing the old hack code
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@@ -85,7 +85,6 @@ namespace AZ
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m_decalData.Clear();
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m_decalBufferHandler.Release();
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m_materialAssets.clear();
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}
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DecalTextureArrayFeatureProcessor::DecalHandle DecalTextureArrayFeatureProcessor::AcquireDecal()
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@@ -410,7 +409,7 @@ namespace AZ
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int iter = m_textureArrayList.begin();
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while (iter != -1)
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{
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const auto packedTexture = m_textureArrayList[iter].second.GetPackedTexture();
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const auto& packedTexture = m_textureArrayList[iter].second.GetPackedTexture();
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view->GetShaderResourceGroup()->SetImage(m_decalTextureArrayIndices[iter], packedTexture);
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iter = m_textureArrayList.next(iter);
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}
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@@ -482,22 +481,15 @@ namespace AZ
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return material;
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}
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void DecalTextureArrayFeatureProcessor::QueueMaterialLoadForDecal(const AZ::Data::AssetId material, const DecalHandle handle)
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void DecalTextureArrayFeatureProcessor::QueueMaterialLoadForDecal(const AZ::Data::AssetId materialId, const DecalHandle handle)
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{
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// Note that another decal might have already queued this material for loading
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if (m_materialLoadTracker.IsAssetLoading(material))
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{
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m_materialLoadTracker.TrackAssetLoad(handle, material);
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return;
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}
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const auto materialAsset = QueueMaterialAssetLoad(materialId);
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const auto materialAsset = QueueMaterialAssetLoad(material);
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m_materialAssets.emplace(material, materialAsset);
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m_materialLoadTracker.TrackAssetLoad(handle, material);
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m_materialLoadTracker.TrackAssetLoad(handle, materialAsset);
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if (materialAsset.IsLoading())
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{
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AZ::Data::AssetBus::MultiHandler::BusConnect(material);
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AZ::Data::AssetBus::MultiHandler::BusConnect(materialId);
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}
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else if (materialAsset.IsReady())
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{
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