Integrating up through commit 90f050496
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@@ -353,15 +353,6 @@ void CSystem::RenderEnd([[maybe_unused]] bool bRenderStats, bool bMainWindow)
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if (!gEnv->pSystem->GetILevelSystem() || !gEnv->pSystem->GetILevelSystem()->IsLevelLoaded())
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{
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IConsole* console = GetIConsole();
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ILyShine* lyShine = gEnv->pLyShine;
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//Normally the UI is drawn as part of the scene so it can properly render once per eye in VR
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//We only want to draw here if there is no level loaded. This way the user can see loading
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// UI and other information before the level is loaded.
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if (lyShine != nullptr)
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{
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lyShine->Render();
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}
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//Same goes for the console. When no level is loaded, it's okay to render it outside of the renderer
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//so that users can load maps or change settings.
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@@ -390,12 +381,6 @@ void CSystem::RenderEnd([[maybe_unused]] bool bRenderStats, bool bMainWindow)
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void CSystem::OnScene3DEnd()
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{
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// Render UI Canvas
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if (m_bDrawUI && gEnv->pLyShine)
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{
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gEnv->pLyShine->Render();
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}
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//Render Console
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if (m_bDrawConsole && gEnv->pConsole)
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{
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