first pass of changing transform to use float for scale internally rather than Vector3
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@@ -79,7 +79,7 @@ namespace AZ
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if (coordinateSystemRule->GetScale() != 1.0f)
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{
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float scale = coordinateSystemRule->GetScale();
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matrix.MultiplyByScale(Vector3(scale, scale, scale));
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matrix.MultiplyByScale(Vector3(scale));
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}
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if (!coordinateSystemRule->GetOriginNodeName().empty())
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{
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