Integrating up through commit 90f050496
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@@ -1501,7 +1501,7 @@ bool CSystem::UpdatePreTickBus(int updateFlags, int nPauseMode)
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if (maxFPS == 0 && vSync == 0)
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{
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ILevelSystem* pLvlSys = GetILevelSystem();
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const bool inLevel = pLvlSys && pLvlSys->GetCurrentLevel() != 0;
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const bool inLevel = pLvlSys && pLvlSys->IsLevelLoaded();
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maxFPS = !inLevel || IsPaused() ? 60 : 0;
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}
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@@ -1791,23 +1791,6 @@ bool CSystem::UpdatePostTickBus(int updateFlags, int nPauseMode)
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GetIViewSystem()->Update(min(gEnv->pTimer->GetFrameTime(), 0.1f));
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}
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if (gEnv->pLyShine)
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{
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// Tell the UI system the size of the viewport we are rendering to - this drives the
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// canvas size for full screen UI canvases. It needs to be set before either pLyShine->Update or
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// pLyShine->Render are called. It must match the viewport size that the input system is using.
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AZ::Vector2 viewportSize;
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viewportSize.SetX(static_cast<float>(gEnv->pRenderer->GetOverlayWidth()));
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viewportSize.SetY(static_cast<float>(gEnv->pRenderer->GetOverlayHeight()));
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gEnv->pLyShine->SetViewportSize(viewportSize);
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bool isUiPaused = gEnv->pTimer->IsTimerPaused(ITimer::ETIMER_UI);
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if (!isUiPaused)
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{
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gEnv->pLyShine->Update(gEnv->pTimer->GetFrameTime(ITimer::ETIMER_UI));
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}
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}
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// Begin occlusion job after setting the correct camera.
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gEnv->p3DEngine->PrepareOcclusion(GetViewCamera());
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