The previous implementation used Cry rendering and CVars and had been left in a commented-out state. These changes restore it back to full functionality.
Signed-off-by: mbalfour <mbalfour@amazon.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
* [LYN-3099] Fix vegetation raycasts to use bounded ray queries instead of FLT_MAX.
Raycasts with a distance of FLT_MAX sometimes overflowed deep in IntersectSegmentTriangleCCW, so it's better to have strict start/end positional queries. We have specific starts and ends anyways, so it's a safer approach anyways.
This also adds support for Non-Uniform Scale for meshes, since it was clearly not working correctly in vegetation when testing various scaled meshes.
* Addressed PR feedback
* First version of prefab support for dynamic vegetation
* Addressed PR feedback
- Made MockSpawnableEntitiesInterface a proper GMock in AzFramework
- Added Get/SetSpawnableAssetId
- Added lots of comments to better explain things that were asked about in the PR
* Exposed AzFrameworkTestShared on all platforms, not just host platforms
Several UI property handlers were incorrectly using the autoDelete feature by calling UnregisterPropertyType and deleting the pointer themselves, which caused double-delete crashes on application shutdown. PropertyManagerComponent now gracefully handles that condition but also explicitly asserts explaining how the code should be changed, and the "known offenders" have been fixed up to use autoDelete correctly.
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.
The actual bug was the "if (!m_engine)" early-out in CreateInstanceNode that needed to be removed, but all the rest of this legacy-based merged mesh code was ripe for removal as well.