Merge branch 'development' into math_string_converters

This commit is contained in:
puvvadar
2022-02-15 11:32:21 -08:00
committed by GitHub
188 changed files with 3312 additions and 2357 deletions
@@ -21,7 +21,7 @@ namespace Benchmark
CreateFakePaths(numInstances);
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -60,7 +60,7 @@ namespace Benchmark
{
const unsigned int numEntities = static_cast<unsigned int>(state.range());
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -100,7 +100,7 @@ namespace Benchmark
// plus the instance receiving them
CreateFakePaths(numInstancesToAdd + 1);
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -150,7 +150,7 @@ namespace Benchmark
// plus the root instance
CreateFakePaths(numInstances + 1);
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -24,7 +24,7 @@ namespace Benchmark
m_pathString);
TemplateId templateToInstantiateId = firstInstance->GetTemplateId();
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -19,7 +19,7 @@ namespace Benchmark
const unsigned int numTemplates = static_cast<unsigned int>(state.range());
CreateFakePaths(numTemplates);
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -24,7 +24,7 @@ namespace Benchmark
const auto& nestedTemplatePath = m_paths.front();
const auto& enclosingTemplatePath = m_paths.back();
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -85,7 +85,7 @@ namespace Benchmark
const unsigned int numInstances = maxDepth;
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -137,7 +137,7 @@ namespace Benchmark
const unsigned int numInstances = numRootInstances * maxDepth;
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -197,7 +197,7 @@ namespace Benchmark
const unsigned int numInstances = (1 << maxDepth) - 1;
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
@@ -22,7 +22,7 @@ namespace Benchmark
SetUpSpawnableAsset(entityCountInSourcePrefab);
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
m_spawnTicket = aznew AzFramework::EntitySpawnTicket(m_spawnableAsset);
@@ -59,7 +59,7 @@ namespace Benchmark
SetUpSpawnableAsset(entityCountInSpawnable);
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
m_spawnTicket = aznew AzFramework::EntitySpawnTicket(m_spawnableAsset);
@@ -94,7 +94,7 @@ namespace Benchmark
SetUpSpawnableAsset(entityCountInSpawnable);
auto spawner = AzFramework::SpawnableEntitiesInterface::Get();
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
m_spawnTicket = aznew AzFramework::EntitySpawnTicket(m_spawnableAsset);
@@ -27,7 +27,7 @@ namespace Benchmark
auto& prefabDom = m_prefabSystemComponent->FindTemplateDom(instance->GetTemplateId());
for (auto _ : state)
for ([[maybe_unused]] auto _ : state)
{
// Create a vector to store spawnables so that they don't get destroyed immediately after construction.
AZStd::vector<AZStd::unique_ptr<AzFramework::Spawnable>> spawnables;
@@ -176,7 +176,7 @@ namespace UnitTest
TEST_F(PrefabFixupTest, Test_LoadInstanceFromPrefabDom_Overload3)
{
Instance instance;
Instance::EntityList entityList;
AzToolsFramework::EntityList entityList;
(PrefabDomUtils::LoadInstanceFromPrefabDom(instance, entityList, m_prefabDom));
CheckInstance(instance);