Integrating up through commit 90f050496
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@@ -93,8 +93,8 @@ namespace AzFramework
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/// Execute a function in a new thread and pump the system event loop at the specified frequency until the thread returns.
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virtual void PumpSystemEventLoopWhileDoingWorkInNewThread(const AZStd::chrono::milliseconds& /*eventPumpFrequency*/,
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const AZStd::function<void()>& /*workForNewThread*/,
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const char* /*newThreadName*/) {}
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const AZStd::function<void()>& /*workForNewThread*/,
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const char* /*newThreadName*/) {}
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/// Run the main loop until ExitMainLoop is called.
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virtual void RunMainLoop() {}
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@@ -114,6 +114,21 @@ namespace AzFramework
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/// Calculate the branch token from the current application's engine root
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virtual void CalculateBranchTokenForEngineRoot(AZStd::string& token) const = 0;
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/// Returns true if Prefab System is enabled, false if Legacy Slice System is enabled
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virtual bool IsPrefabSystemEnabled() const { return true; }
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/// Returns true if the additional work in progress Prefab features are enabled, false otherwise
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virtual bool ArePrefabWipFeaturesEnabled() const { return false; }
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/// Sets whether or not the Prefab System should be enabled. The application will need to be restarted when this changes
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virtual void SetPrefabSystemEnabled([[maybe_unused]] bool enable) {}
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/// Returns true if Prefab System is enabled for use with levels, false if legacy level system is enabled (level.pak)
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virtual bool IsPrefabSystemForLevelsEnabled() const { return false; }
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/// Returns true if code should assert when the Legacy Slice System is used
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virtual bool ShouldAssertForLegacySlicesUsage() const { return false; }
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/*!
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* Returns a Type Uuid of the component for the given componentId and entityId.
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* if no component matches the entity and component Id pair, a Null Uuid is returned
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