Merge pull request #4003 from aws-lumberyard-dev/MultiplayerRewindClear
Multiplayer rewind clear
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@@ -281,8 +281,6 @@ namespace Multiplayer
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void NetworkEntityManager::RemoveEntities()
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{
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//RewindableObjectState::ClearRewoundEntities();
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AZStd::vector<NetEntityId> removeList;
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removeList.swap(m_removeList);
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for (NetEntityId entityId : removeList)
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@@ -93,6 +93,13 @@ namespace Multiplayer
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void NetworkTime::SyncEntitiesToRewindState(const AZ::Aabb& rewindVolume)
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{
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if (!IsTimeRewound())
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{
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// If we're not inside a rewind scope then reset any rewound state and exit
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ClearRewoundEntities();
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return;
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}
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// Since the vis system doesn't support rewound queries, first query with an expanded volume to catch any fast moving entities
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const AZ::Aabb expandedVolume = rewindVolume.GetExpanded(AZ::Vector3(sv_RewindVolumeExtrudeDistance));
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