more fixes for Gems
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
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@@ -747,7 +747,6 @@ namespace Multiplayer
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{
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m_initEvent.Signal(m_networkInterface);
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const AZ::Aabb worldBounds = AZ::Aabb::CreateFromMinMax(AZ::Vector3(-16384.0f), AZ::Vector3(16384.0f));
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//const AZ::Aabb worldBounds = AZ::Interface<IPhysics>.Get()->GetWorldBounds();
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AZStd::unique_ptr<IEntityDomain> newDomain = AZStd::make_unique<FullOwnershipEntityDomain>();
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m_networkEntityManager.Initialize(InvalidHostId, AZStd::move(newDomain));
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@@ -892,9 +891,8 @@ namespace Multiplayer
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// Unfortunately necessary, as NotifyPreRender can update transforms and thus cause a deadlock inside the vis system
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AZStd::vector<NetBindComponent*> gatheredEntities;
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AzFramework::IEntityBoundsUnion* entityBoundsUnion = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get();
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AZ::Interface<AzFramework::IVisibilitySystem>::Get()->GetDefaultVisibilityScene()->Enumerate(viewFrustum,
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[&gatheredEntities, entityBoundsUnion](const AzFramework::IVisibilityScene::NodeData& nodeData)
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[&gatheredEntities](const AzFramework::IVisibilityScene::NodeData& nodeData)
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{
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gatheredEntities.reserve(gatheredEntities.size() + nodeData.m_entries.size());
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for (AzFramework::VisibilityEntry* visEntry : nodeData.m_entries)
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