* updates to better support showing/hiding viewport ui when grid snapping is enabled/disabled
* connect up editor settings callbacks
* minor polish changes
* api rename
* updates following review feedback
- Better variable names
- Close a parenthesis in a comment
- Check equality against nullptr instead of 0
- Add comment to document method of clearing a QLayout
- Format some things
- Const correctness
- Remove a TODO in a comment
- Attempt at removing concatenation of string literal AZ_FUNCTION_SIGNATURE, which might not be a literal on every compiler/platform
* ensure the new camera respects changing ui values and move camera settings to the settings registry
* factor out creation of modular camera controller
* small updates before posting PR
* updates following review feedback
* updates following review feedback
* add overload to ActionManager to support capturing an AZStd::function
* move snapping settings to new settings registry
* remove unneeded reference in ViewportSettings
* move viewport setting function implementations to .cpp file
* add more sensible default values for snapping
* fix variable name for angle snapping
* remove const from function prototype value parameters
* add import/export api for free functions
* change from std::bind to a lambda
* remove redundant const for constexpr string_view
* add AZStd alias for std::abs
Delete:
- I3DEngine
- Missions
- Time of day
- GameEffectsSystem Gem
- ImageProcessing Gem
- SVOGI Gem
- Various other things that don't do anything now that the legacy renderer has been removed.
Updated AzFramework::Scene to allow it to serve as the one-stop location for localized singletons. Localized singletons in this case are instance that can only occur once in an environment but multiple times within an application. As an example, this allows settings up a single camera per viewport for instance.
Highlights of changes:
Replaced the original ebuses with interfaces and events for easy of use and performance.
Removed the Entity Context specific code and moved that to new locations within the Entity Context itself.
Allowed basic inheritance. If a subsystem isn't found in a scene the parent can optionally be searched.
Scenes can enter a zombie state and avoid immediately being deleted. This is needed for situations where subsystems can't be destroyed until async calls have been completed.