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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/Graph.cs

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
using System.Reflection;
using System.Xml;
using System.Linq;
using System.Diagnostics;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
using Tools.DotNETCommon;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
namespace AutomationTool
{
/// <summary>
/// Options for how the graph should be printed
/// </summary>
enum GraphPrintOptions
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
/// <summary>
/// Includes a list of the graph options
/// </summary>
ShowCommandLineOptions = 0x1,
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Includes the list of dependencies for each node
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
ShowDependencies = 0x2,
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Includes the list of notifiers for each node
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
ShowNotifications = 0x4,
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <summary>
/// Diagnostic message from the graph script. These messages are parsed at startup, then culled along with the rest of the graph nodes before output. Doing so
/// allows errors and warnings which are only output if a node is part of the graph being executed.
/// </summary>
class GraphDiagnostic
{
/// <summary>
/// The diagnostic event type
/// </summary>
public LogEventType EventType;
/// <summary>
/// The message to display
/// </summary>
public string Message;
/// <summary>
/// The node which this diagnostic is declared in. If the node is culled from the graph, the message will not be displayed.
/// </summary>
public Node EnclosingNode;
/// <summary>
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
/// The agent that this diagnostic is declared in. If the entire agent is culled from the graph, the message will not be displayed.
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// </summary>
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
public Agent EnclosingAgent;
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <summary>
/// The trigger that this diagnostic is declared in. If this trigger is not being run, the message will not be displayed.
/// </summary>
public ManualTrigger EnclosingTrigger;
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
/// <summary>
/// Represents a graph option. These are expanded during preprocessing, but are retained in order to display help messages.
/// </summary>
class GraphOption
{
/// <summary>
/// Name of this option
/// </summary>
public string Name;
/// <summary>
/// Description for this option
/// </summary>
public string Description;
/// <summary>
/// Default value for this option
/// </summary>
public string DefaultValue;
/// <summary>
/// Constructor
/// </summary>
/// <param name="Name">The name of this option</param>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
/// <param name="Description">Description of the option, for display on help pages</param>
/// <param name="DefaultValue">Default value for the option</param>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
public GraphOption(string Name, string Description, string DefaultValue)
{
this.Name = Name;
this.Description = Description;
this.DefaultValue = DefaultValue;
}
/// <summary>
/// Returns a name of this option for debugging
/// </summary>
/// <returns>Name of the option</returns>
public override string ToString()
{
return Name;
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Definition of a graph.
/// </summary>
class Graph
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
/// <summary>
/// List of options, in the order they were specified
/// </summary>
public List<GraphOption> Options = new List<GraphOption>();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
/// List of agents containing nodes to execute
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
public List<Agent> Agents = new List<Agent>();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// All manual triggers that are part of this graph
/// </summary>
public Dictionary<string, ManualTrigger> NameToTrigger = new Dictionary<string, ManualTrigger>(StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
/// <summary>
/// Mapping from name to agent
/// </summary>
public Dictionary<string, Agent> NameToAgent = new Dictionary<string, Agent>(StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Mapping of names to the corresponding node.
/// </summary>
public Dictionary<string, Node> NameToNode = new Dictionary<string,Node>(StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
/// <summary>
/// Mapping of names to the corresponding report.
/// </summary>
public Dictionary<string, Report> NameToReport = new Dictionary<string, Report>(StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// Mapping of names to their corresponding node output.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
public HashSet<string> LocalTagNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
/// <summary>
/// Mapping of names to their corresponding node output.
/// </summary>
public Dictionary<string, NodeOutput> TagNameToNodeOutput = new Dictionary<string,NodeOutput>(StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Mapping of aggregate names to their respective nodes
/// </summary>
public Dictionary<string, Node[]> AggregateNameToNodes = new Dictionary<string,Node[]>(StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
/// <summary>
/// List of badges that can be displayed for this build
/// </summary>
public List<Badge> Badges = new List<Badge>();
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <summary>
/// Diagnostic messages for this graph
/// </summary>
public List<GraphDiagnostic> Diagnostics = new List<GraphDiagnostic>();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Default constructor
/// </summary>
public Graph()
{
}
/// <summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
/// Checks whether a given name already exists
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
/// <param name="Name">The name to check.</param>
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <returns>True if the name exists, false otherwise.</returns>
public bool ContainsName(string Name)
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
return NameToNode.ContainsKey(Name) || NameToReport.ContainsKey(Name) || AggregateNameToNodes.ContainsKey(Name);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
}
/// <summary>
/// Tries to resolve the given name to one or more nodes. Checks for aggregates, and actual nodes.
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// </summary>
/// <param name="Name">The name to search for</param>
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <param name="OutNodes">If the name is a match, receives an array of nodes and their output names</param>
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <returns>True if the name was found, false otherwise.</returns>
public bool TryResolveReference(string Name, out Node[] OutNodes)
{
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
// Check if it's a tag reference or node reference
if(Name.StartsWith("#"))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
// Check if it's a regular node or output name
NodeOutput Output;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
if(TagNameToNodeOutput.TryGetValue(Name, out Output))
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
OutNodes = new Node[]{ Output.ProducingNode };
return true;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
else
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
// Check if it's a regular node or output name
Node Node;
if(NameToNode.TryGetValue(Name, out Node))
{
OutNodes = new Node[]{ Node };
return true;
}
// Check if it's an aggregate name
Node[] Nodes;
if(AggregateNameToNodes.TryGetValue(Name, out Nodes))
{
OutNodes = Nodes;
return true;
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3037465) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3037044 on 2016/07/04 by Ben.Woodhouse (Content only change) Roll back WorldAlignedNormal material function to the previous version (which worked properly). The broken version was actually checked in back in 2014 (//depot/UE4-Fortnite/...@2342687), but it only hit //UE4/main very recently. #jira OR-24849 #rb me Change 3036463 on 2016/07/01 by Andrew.Grant Clarified BP compiler message #rb na #tests compiled AnimBP_Grux_Base Change 3036424 on 2016/07/01 by Andrew.Grant Integrated fix from //UE4/Main for state not being cleared when rebuidling HMSM. #rb na #tests verified warnings gone after resaving Agora_Terrain Change 3036317 on 2016/07/01 by Ben.Salem Allow FTests to be run in succession, and allow them to also be run in game instead of just editor. These are engine changes that have been tested extensively in fortnite, and have gone through a minor test pass here as well. #rb william.ewen, bob.tellez #tests Ran through all of Howitzer's new FTests in one run! Change 3036168 on 2016/07/01 by Frank.Fella MovieSceneRendering - Fix a crash when deserializing burn in options. Change from Andrew Rodham. #rb Me for Andrew. #tests Movie scene renders in a separate process no longer crash when the burn in options are missing. Change 3035632 on 2016/07/01 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3035536 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3035630 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3035237 on 2016/07/01 by Dmitry.Rekman Updated WebRTC libs to avoid SIGPIPE (OR-24857). - Should also remove debug output. - These fixes has been previously done for OR-13279 but apparently libs have been recompiled from earlier sources since that. - Current libs have been compiled by Lee Clark (CL 3034752). #rb Lee Clark #codereview Lee.Clark, Andrew.Grant, Sam.Zamani #tests Run PS4 client, made sure XMPP connection was established and got some traffic. Change 3035210 on 2016/07/01 by Andrew.Grant Fix for broken AI / abilities #rb none #tests Golden path with gadget, all abilities working, AI are happy and combatitive again Change 3034936 on 2016/06/30 by Josh.Markiewicz #UE4 - separated out basic features from update/patch/hotfix manager into generic engine class - left Orion specific overloads around #rb none #tests PS4/PC/Server hotfix and update checks (with and without update required) #codereview ian.fox, ben.zeigler, bob.tellez Change 3034935 on 2016/06/30 by Josh.Markiewicz #UE4 - make sure that mcp client keys, names, and ids can't have extraneous spaces in them from the ini file #codereview sam.zamani, shon.love, david.nikdel, eric.newman #tests paragon launch #rb none Change 3034933 on 2016/06/30 by Josh.Markiewicz #UE4 - moved OnlineHotfixManager out of deprecated classes directory #rb none #tests compiles Change 3034524 on 2016/06/30 by Andrew.Grant Fix for team assignment being broken in blueprints #rb Dan.OConnor #tests Golden Path with sparrow, verified arrow AOE color is correct and harvesters deliver XP Change 3034521 on 2016/06/30 by Andrew.Grant Setting replay version to 0 for v29 #rb none #tests none Change 3034483 on 2016/06/30 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Repair main build integration #RB:none #Tests:none [CodeReviewed]: david.ratti #ROBOMERGE-SOURCE: CL 3034395 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3034481 on 2016/06/30 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3034181 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3034319 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3034464 on 2016/06/30 by Martin.Wilson Fix for trying to load preview mesh for skeleton when the preview meshes skeleton doesn't match #rb Jurre.DeBaare #tests Asset loading in the editor Change 3034194 on 2016/06/30 by Martin.Wilson Fix for rendering crash #codereview Rolando.Caloca #rb Rolando.Caloca #test editor startup Change 3034192 on 2016/06/30 by Andrew.Grant Removing Fortnight madness #codereview Ben.Marsh #rb none #tests compiled Change 3034106 on 2016/06/30 by Martin.Wilson Fix retargetting of anim blueprints so that all animations referred to are collected and duplicated, not just direct bp variables #rb Thomas.Sarkanen #tests In editor retargeting of various blueprint setups Change 3034041 on 2016/06/30 by Jason.Bestimt #ROBOMERGE-AUTHOR: antony.carter Exposing some of the slate interfaces for upcoming Social Plugin usage #RB Jamie.Dale #TESTS NA #ROBOMERGE-SOURCE: CL 3034040 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3033591 on 2016/06/29 by Andrew.Grant Merging //UE4/Main @ 3033257 through Orion-Staging #rb none #tests engine QA, golden path in PIE and out, BuildCookRun PS4 Change 3033545 on 2016/06/29 by Josh.Markiewicz #UE4 - fixed shadowed variable #rb none #tests compiles Change 3033462 on 2016/06/29 by Josh.Markiewicz #UE4 - notify game about net guid mismatch or net checksum failures #rb john.pollard #codereview john.pollard, dave.ratti, andrew.grant, matt.oelfke #tests triggered fake mismatches while networked Change 3033453 on 2016/06/29 by Josh.Markiewicz #UE4 - turned off extra logging feature now that the auth expiration issues have been solved - removes some bad log spam showing up in live (starting when already started, stopped when not started) #rb none #tests none #codereview ben.zeigler, sam.zamani Change 3033020 on 2016/06/29 by Jason.Bestimt #ROBOMERGE-AUTHOR: david.nikdel #OGF Merging //GamePlugins/Main/PluginTestGame/Plugins/OnlineGameplayFramework/... to //Orion/Main/OrionGame/Plugins/OnlineGameplayFramework/... --------- - Support for exclusive profile locking (by dedicated servers) - PostAdd event for IMcpItemAware - New McpItemDefinitionBase class - Support for converting to new colon-based template ids - Improvements to FJsonObjectWrapper (technically an engine change) - Ability to specify an explicit fulfillment class to instantiate - Ability to split catalog localization out from the main data. - Couple of Orion fix ups for the new code - Re-exported catalog (loc data now separated out) --------- #RB: none #TESTS: login, mcp, etc [CodeReviewed]: Jason.Bestimt #ROBOMERGE-SOURCE: CL 3033018 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3032623 on 2016/06/29 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3032459 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3032516 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3032451 on 2016/06/29 by bruce.nesbit Added code in AutoPopulateInstanceProperties to populate vector and scalar parameter data. #rb SimonT #tests PIE Change 3031620 on 2016/06/28 by Aaron.McLeran Implementing CL 3029659 to Dev-General. Adding new minor feature to add new concurrency mode to allow not stopping old sounds if new sound is not lower priority (or is same priority) than any existing sounds in concurrency group #rb marc.audy #TESTS existing concurrency doesn't break. New concurrency rule results in not stopping sounds if new sound is not lower pri than existing sounds Change 3031616 on 2016/06/28 by Jason.Bestimt #ROBOMERGE-AUTHOR: bob.ferreira Fixed an additional cast issue (hopefully the last!) in SetupSkyIrradianceEnvironmentMapConstants where Scene objects were not being cast and/or null checked #rb Marcus.Wassmer #tests Compiled and verified clients connected to server #jira OR-24678 #ROBOMERGE-SOURCE: CL 3031610 in //Orion/Release-28/... via CL 3031611 via CL 3031613 via CL 3031614 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3031607 on 2016/06/28 by Josh.Markiewicz #UE4 - pass the UniqueNetId along with client beacons so the server can tell who is making requests #rb sam.zamani #codereview paul.moore #tests draft lobby golden path Change 3031606 on 2016/06/28 by Josh.Markiewicz #UE4 - added code to stop logging out players from reservation beacon on timeouts if game doesn't request it #rb sam.zamani #codereview paul.moore #tests draft lobby golden path Change 3031598 on 2016/06/28 by Josh.Markiewicz #UE4 - FUniqueNetIdRepl is stored on the UNetConnection and passed into engine login functions rather than TSharedPtr<FUniqueNetId> - wrapped class is safer and simplifies some other code #rb sam.zamani #tests draft lobby golden path #codereview paul.moore Change 3031523 on 2016/06/28 by Josh.Markiewicz #UE4 - added ToDebugString to FUniqueNetIdRepl #rb none #tests draft lobby golden path Change 3031366 on 2016/06/28 by Jason.Bestimt #ROBOMERGE-AUTHOR: bob.ferreira Adding proper checks for Scene objects if it returns null #rb Marcus.Wassmer #tests Compiled and verified clients connected to server #jira OR-24678 #ROBOMERGE-SOURCE: CL 3031361 in //Orion/Release-28/... via CL 3031362 via CL 3031363 via CL 3031365 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3030919 on 2016/06/28 by Jason.Bestimt #ROBOMERGE-AUTHOR: bob.ferreira Fixed issue that was causing client bots to crash when running with -nullrhi. Now use interface provided by the Scene object. #rb Marcus.Wassmer #tests Compiled and verified clients connected to server #jira OR-24678 #ROBOMERGE-SOURCE: CL 3030914 in //Orion/Release-28/... via CL 3030915 via CL 3030916 via CL 3030917 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3030715 on 2016/06/28 by David.Ratti removing warning. It is valid to use the ability system with actors without an animinstance. #rb none #test compile Change 3030663 on 2016/06/28 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3030407 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3030660 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3030533 on 2016/06/28 by Marcus.Wassmer Fix incorrect warning #rb none #test none #codereview Daniel.Lamb Change 3030526 on 2016/06/28 by bruce.nesbit Re-added MaxRoughness changes in scalability config and added ECVF_Scalability to the CVar for same #rb none #codereview Marcus.Wassmer #tests PIE Change 3029022 on 2016/06/27 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28.2 @ CL 3028879 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3029020 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3028712 on 2016/06/27 by David.Ratti AbilitySystem debug hud -Made this more accessible from the base engine system. No longer required to forward calls from the owning actor class'es DisplayDebug function PlayerController::DisplayDebug -Set DisplayDebugManager's Y pos to the out Y pos, so that subsequent debug huds don't overlap with this one #rb none #tests gameplay ability sample project [CL 3043787 by Andrew Grant in Main branch]
2016-07-08 22:29:24 -04:00
// Check if it's a group name
Agent Agent;
if(NameToAgent.TryGetValue(Name, out Agent))
{
OutNodes = Agent.Nodes.ToArray();
return true;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
// Otherwise fail
OutNodes = null;
return false;
}
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
/// <summary>
/// Tries to resolve the given name to one or more node outputs. Checks for aggregates, and actual nodes.
/// </summary>
/// <param name="Name">The name to search for</param>
/// <param name="OutOutputs">If the name is a match, receives an array of nodes and their output names</param>
/// <returns>True if the name was found, false otherwise.</returns>
public bool TryResolveInputReference(string Name, out NodeOutput[] OutOutputs)
{
// Check if it's a tag reference or node reference
if(Name.StartsWith("#"))
{
// Check if it's a regular node or output name
NodeOutput Output;
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3020969) ========================== MAJOR FEATURES + CHANGES ========================== Change 2986511 on 2016/05/23 by Ben.Marsh UdpMessaging: Force references to symbols in the files containing UDP automated tests. Since plugins are compiled into static libraries before being linked into the executable, the linker will exclude any object files which don't have any referenced symbols. In non-unity builds, or adaptive unity builds with modified test files, this results in the tests not being linked in. Change 2993274 on 2016/05/27 by Ben.Marsh Fix UGS enumerating deleted .target.cs files when trying to detect editor target name. Change 2994265 on 2016/05/31 by Ben.Marsh Add info about setting up CIS integration and zipped editor builds in UGS. Change 2994275 on 2016/05/31 by Ben.Marsh PR #2443: [Unreal Game Sync] Added -project so shortcut or script can hint at the project file to open. (Contributed by paulevans) Change 2994287 on 2016/05/31 by Ben.Marsh UnrealGameSync: Add information about how UGS self-patches and updates. Change 2996928 on 2016/06/01 by Ben.Marsh UnrealGameSync: Fix trying to sync files which are open for branch or move/add. They don't exist on the server yet. Change 2997619 on 2016/06/02 by Ben.Marsh UAT: Fix PRX files not being remapped on PS4. All non-UFS should be allowed to be remapped, and UFS files can be if we're not using a PAK file. Change 2999769 on 2016/06/03 by Ben.Marsh UBT: Fix codepaths which assume that the current user account has a personal folder. The SYSTEM account (which Jenkins defaults to using) does not. Change 3004879 on 2016/06/07 by Ben.Marsh Remove copy of AWSSDK in NotForLicensees folder. Change 3004902 on 2016/06/07 by Ben.Marsh UAT: Switch MCP to use version of AWSSDK that's not in a NotForLicensees folder. Change 3005892 on 2016/06/08 by Ben.Marsh Add the GitHub promotion to the UE4 binary release build. Change 3016241 on 2016/06/16 by Ben.Marsh UGS: Always sync version files at the same changelist as everything else (rather than head revision) Change 3016446 on 2016/06/16 by Ben.Marsh PR #2279: Use MSBuild instead of DevEnv for solution builds (Contributed by FineRedMist) Change 3016472 on 2016/06/16 by Ben.Marsh PR #2442: pointing to the pull requests page of the repo (Contributed by KrishMunot) Change 3017694 on 2016/06/17 by Ben.Marsh EC: Produce an error if trying to sync back to a changelist more than 30 days before the most recent change. Meant to catch errors in entered CL fields from the dashboard. Can be overridden by specifying --allow-old-change in the build arguments. Change 3017695 on 2016/06/17 by Ben.Marsh UBT: Use a well defined order for parsing configuration files, rather than ignoring one file if another has a newer timestamp. Prevents confusing behavior where settings can be present, but are completely ignored. Now prioritizes the BuildConfiguration.xml file in the My Documents/Unreal Engine/UnrealBuildTool, followed by the one in AppData/Roaming/Unreal Engine/UnrealBuildTool. Both are added to the Config section of the solution if present, under different folders. #jira UE-24271 Change 3017698 on 2016/06/17 by Ben.Marsh Rename the <MsBuild> task to <CsCompile>, highlighting the fact that it only actually works on .csproj files (and not .sln files or other project types). #jira UEB-664 Change 3017701 on 2016/06/17 by Ben.Marsh BuildGraph: Relax a lot of the restrictions relating to using output tags from nodes. Output tags may contain an arbitrary set of files, including files which are also in other tags or produced by other nodes, but will not be written to temp storage more than once. The default tagged set of files for a node (eg. #MyNodeName) now includes all build products produced by that node. Temp storage now separates the storing of build products from the tags which reference them. A TempStorageFileList object is written for each output tag, which includes a list of files as well as a list of the storage blocks referenced by it. When a node depends on a tag, the TempStorageFileList is read first and used to determine which storage blocks to read. All tasks now have overloaded functions for returning the tags which they modify and/or reference, and errors are produced if an existing tag is modified, or referenced without being added as an input dependency. Change 3017714 on 2016/06/17 by Ben.Marsh BuildGraph: Allow specifying multiple tag names in the 'Tag' attribute of build tasks (or 'With' attribute of the 'Tag' task). Change 3018007 on 2016/06/17 by Ben.Marsh UBT: Add sections to the target receipt listing files which are required to build using precompiled binaries (as previously generated using -generateexternalfilelist), and runtime dependencies that may be required when using precompiled binaries but aren't actually required for the current target (which previously had to be specified through InstalledEngineFilters.ini). Tested by running UBT with arguments "UE4Game Win64 Development -precompile -xgeexport" and examining target receipt. #jira UE-28761 Change 3018322 on 2016/06/17 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3018365 on 2016/06/17 by Ben.Marsh Misc: Fixes for warnings compiling ShaderCompileWorker on Clang Change 3018397 on 2016/06/17 by Ben.Marsh UnrealVS: Add an UnrealVS command to run a single-file-compile with UBT Change 3019421 on 2016/06/20 by Ben.Marsh Fix compilation of FreeType on Clang for Windows - there's an fttypes.h header already in the Windows SDK, so use a relative include path instead. Change 3019423 on 2016/06/20 by Ben.Marsh PR #2518: Improvements for Clang on Windows (Contributed by Mattiwatti) Change 3020377 on 2016/06/20 by Ben.Marsh UBT: Fix strings not being escaped before writing to JSON files. Change 3020378 on 2016/06/20 by Ben.Marsh UBT: Exclude precompiled files from the target receipt which are outside the engine and project directories. We don't need SDK libs being added to the precompile list. Change 3020966 on 2016/06/21 by Ben.Marsh EC: Allow scheduling builds at a certain offset past midnight, using the schedule formatted like "Every 20m from 04:00", and add scheduled builds of target platforms for dev streams every 4 hours. Also make the meaning of "Editor Only" and "Editor, Tools & Monolithics" build names consistent between Dev streams and Main, and add a new "Editor, Tools, Monolithics & DDC" build type includes additional DDC build for //UE4/Main. #rb none #lockdown Nick.Penwarden [CL 3020980 by Ben Marsh in Main branch]
2016-06-21 09:17:49 -04:00
if(TagNameToNodeOutput.TryGetValue(Name, out Output))
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
{
OutOutputs = new NodeOutput[]{ Output };
return true;
}
}
else
{
// Check if it's a regular node or output name
Node Node;
if(NameToNode.TryGetValue(Name, out Node))
{
OutOutputs = Node.Outputs.Union(Node.Inputs).ToArray();
return true;
}
// Check if it's an aggregate name
Node[] Nodes;
if(AggregateNameToNodes.TryGetValue(Name, out Nodes))
{
OutOutputs = Nodes.SelectMany(x => x.Outputs.Union(x.Inputs)).Distinct().ToArray();
return true;
}
}
// Otherwise fail
OutOutputs = null;
return false;
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// Cull the graph to only include the given nodes and their dependencies
/// </summary>
/// <param name="TargetNodes">A set of target nodes to build</param>
public void Select(IEnumerable<Node> TargetNodes)
{
// Find this node and all its dependencies
HashSet<Node> RetainNodes = new HashSet<Node>(TargetNodes);
foreach(Node TargetNode in TargetNodes)
{
RetainNodes.UnionWith(TargetNode.InputDependencies);
}
// Remove all the nodes which are not marked to be kept
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
foreach(Agent Agent in Agents)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
Agent.Nodes = Agent.Nodes.Where(x => RetainNodes.Contains(x)).ToList();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
// Remove all the empty agents
Agents.RemoveAll(x => x.Nodes.Count == 0);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
// Trim down the list of nodes for each report to the ones that are being built
foreach (Report Report in NameToReport.Values)
{
Report.Nodes.RemoveWhere(x => !RetainNodes.Contains(x));
}
// Remove all the empty reports
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3028439 on 2016/06/27 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28 @ CL 3028090 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3027952 on 2016/06/26 by Jurre.deBaare - Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling - Readded landscape/volume culling for in-engine static mesh merging path - Fixed issue with r.HLOD force -1 (now stops forcing hlods) - Marked hlodcullingvolume as experimental - Added Landscape culling flag + precision level #codereview Michael.Noland #rb Michael.Noland #tests build clusters locally/cloud + landscape culling tests Change 3027702 on 2016/06/25 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 3027698 #RB:none #Tests:none Change 3027312 on 2016/06/24 by Daniel.Lamb Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages. #rb Peter.Sauerbrei #test QA game launch on and cook by the book + cook on the fly paragon Change 3027165 on 2016/06/24 by Daniel.Lamb Fix compiler warnings from cvars changes. #rb none #test cook paragon Change 3026900 on 2016/06/24 by Daniel.Lamb Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function. #rb Marcus.Wasmer #test Cook on the fly paragon #codereview Rolando.Caloca Change 3026874 on 2016/06/24 by Olaf.Piesche #jira OR-18363 fix distortion in particle macro UVs with camera movement #rb frank.fella #tests PC Editor/Game Change 3026494 on 2016/06/24 by jason.bestimt #ORION_MAIN - Merge 28 @ CL 3026460 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3026381 on 2016/06/24 by Graeme.Thornton Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon #rb simon.tovey #codereview dmitry.rekman #tests pc cooked client/server, golden path Change 3025760 on 2016/06/23 by jason.bestimt #ORION_MAIN - Merge 28 @ CL 3025687 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3025661 on 2016/06/23 by Mieszko.Zielinski Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4 #rb Lukasz.Furman #test golden path Change 3025359 on 2016/06/23 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani #online,externalui,ps4 - expose access to reset cookies before invoking embedded web browser - fixed not capturing resulting Url when PS4 browser is closed #rb none #tests ps4 #ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3025184 on 2016/06/23 by Lina.Halper Fix crash with morphtargets #jira: OR-24257 #rb: Rolando.Caloca #tests: switching mesh with different morphtargets in editor Change 3024714 on 2016/06/23 by Lukasz.Furman added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param #rb Mieszko.Zielinski #tests server game with and without LogBotGame cmdline Change 3024709 on 2016/06/23 by Daniel.Lamb Added support for async save when saving seperate bulk data file. Added mb saved to cooking package stats. #rb Andrew.Grant,Wes.Hunt #test Cook Paragon Change 3024674 on 2016/06/23 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-28 to Main (//Orion/Main) #online,identity,ps4 - add psplus flag to online account after privilege check #rb none #tests ps4 login flow #ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3024510 on 2016/06/23 by Graeme.Thornton Added more info to the dumpparticlesystems exec command output #rb simon.tovey #tests cooked pc client, golden path Change 3024504 on 2016/06/23 by Graeme.Thornton Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb) #rb robert.manuszewski #tests windows cooked client, golden path Change 3024213 on 2016/06/22 by Ryan.Gerleve Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it. Added an ensure before a check that would fail in this case so we'll know if it happens again. #tests replays #rb john.pollard Change 3024127 on 2016/06/22 by John.Pollard Bulk merge using Dev-Networking_->_Dev-General_(Orion) 3002989 Add ability to skip missing/changed properties in FFastArraySerializer 3003072 Fix crash related to new replay backwards compatibility changes 3008097 Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache 3009684 Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout * Adds ability to track missing/changed custom delta properties names * Adds ability to track missing/changed RPC's 3013455 Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility * We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date * No longer factor in parameters when building checksum for RPC's * Save FNetFieldExport handle for FClassNetCache fields * Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value) * Lots of cleanup and sanity checking improvements 3018078 Optimize replay checkpoints * Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties * When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation * To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint 3021196 Fix issue with Fast tarray exporting package map info during checkpoints * Add ability to save and restore package map ack status * Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint * No longer queue up reliable bunches on ack list for internal ack connections 3024033 Prune the cached change list before using when saving out checkpoints * Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist 3024034 Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream #rb RyanG #tests Replays Change 3024021 on 2016/06/22 by Dmitry.Rekman Fix PS4 build. #rb Michael.Noland #tests none #codereview Michael.Noland, Dan.Youhon, Sammy.James Change 3023734 on 2016/06/22 by Lukasz.Furman added replication for input events and tool state for both gameplay debugger categories and extensions #ue4 #rb Mieszko.Zielinski #tests PIE, server game Change 3023708 on 2016/06/22 by Dmitry.Rekman Add a separate macro for a poison malloc proxy usage. #rb Michael.Noland #codereview Michael.Noland, Gil.Gribb #tests Compiled OrionServer-Linux-Debug, ran it Change 3023670 on 2016/06/22 by Nick.Darnell Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero. #rb none #tests PIE Change 3023632 on 2016/06/22 by Dmitry.Rekman Fix incorrect matching condition in comments. #rb none #tests Compiled OrionServer-Linux-Debug #codereview Michael.Noland Change 3023475 on 2016/06/22 by Rolando.Caloca O - Back out changelist 3022847 as it broke SSS on PC #rb none #tests re-run editor on PC Change 3023178 on 2016/06/22 by Michael.Noland Engine: Added system memory and % of time spent hitching to analytics #rb bob.tellez #tests Tested a match in Paragon Change 3022963 on 2016/06/22 by Mieszko.Zielinski Fixed a subtle navigation repathing bug #UE4 While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation. #rb Lukasz.Furman #test golden path Change 3022865 on 2016/06/22 by David.Ratti gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects #rb none #tests ability system sample project Change 3022847 on 2016/06/22 by Rolando.Caloca O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled #rb Marcus.Wassmer #codereview Marcus.Wassmer, Brian.Karis #tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin Change 3022804 on 2016/06/22 by Mieszko.Zielinski Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4 Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT #rb Lukasz.Furman #test golden path Change 3022674 on 2016/06/22 by Robert.Manuszewski Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz: UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. #jira OR-23997 #rb me #tests Golden path in editor build, selecting Venus Change 3022405 on 2016/06/21 by Ryan.Gerleve Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received. #rb john.pollard #tests bug repro Change 3022387 on 2016/06/21 by Ryan.Gerleve Added the ability to disable ticking of individual worlds. #tests golden path #rb john.pollard #codereview marc.audy Change 3022312 on 2016/06/21 by Nick.Darnell Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input. #rb none #tests PIE Change 3022207 on 2016/06/21 by Wes.Hunt Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%. #rb none #tests run windows server with one bot connecting and checking analytics version is what is expected. Change 3021808 on 2016/06/21 by Jason.Bestimt #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000 #rb none #tests compile run ps4 #ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3021663 on 2016/06/21 by Jason.Bestimt #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - CancelFindSessions() didn't null out search result - future FindSession() calls would fail with "search in progress" #rb joe.wilcox #tests UT matchmaking #ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3021508 on 2016/06/21 by Marcus.Wassmer Remove anti-ghosting AA for now. Causes dithered transparency to be very wrong (Dekker shoulders) And also a border around all characters of 'noisy fuzz' even when they are not moving #rb none #test PC/PS4 #codereview Brian.Karis,Jordan.Walker Change 3021475 on 2016/06/21 by Marcus.Wassmer Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664) unified some code for easier maintainance, fixed missing multiply from former change #rb none #test PS4/PC agora Change 3021468 on 2016/06/21 by Michael.Noland Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed #rb ori.cohen #tests Compiled changes, will provide more information when issue reoccurs in build machine cooks #jira OR-24082 Change 3021460 on 2016/06/21 by Michael.Noland Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output #rb bob.tellez #tests Tested a match in Paragon #codereview dmitry.rekman Change 3021368 on 2016/06/21 by Marcus.Wassmer Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used. #rb rolando.caloca #test agora with/wo new config #codereview brian.karis Change 3021119 on 2016/06/21 by David.Ratti Make -notimeouts work during initial connecting phase #codereview John.Pollard #rb none #tests pie agora Change 3021048 on 2016/06/21 by David.Ratti minor tweaks to gameplay cues: -Descriptions of engine GC notify classes -Added 'auto attach to owner' flag on actor notify class. #rb none #test ability system sample project Change 3020694 on 2016/06/20 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3020301 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #CodeReview: cody.haskell Change 3020624 on 2016/06/20 by Michael.Noland Engine: Pushing more fps chart analytics up to engine level code from Paragon Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks #rb Bob.Tellez #tests Golden path Solo VS AI in Paragon and forced a match #codereview bob.tellez, peter.knepley Change 3020181 on 2016/06/20 by Dmitry.Rekman Re-do allowing allocations in NullRHI (OR-24029). - Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926. #rb none #codereview Marcus.Wassmer, Andrew.Grant #tests none Change 3020139 on 2016/06/20 by Ryan.Gerleve Added ability to pause replay recording while keeping the current replay open. #rb john.pollard #tests paused deathcam recording while disabled Change 3019817 on 2016/06/20 by Dmitry.Rekman Poison allocated/freed memory in Debug and Development (non-editor) configs. - With this Paragon client may be more likely to crash on start. #rb Steve.Robb #codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb #tests Built Linux server and Windows client, ran them, also built Windows Orion editor. Change 3019599 on 2016/06/20 by Rolando.Caloca O - Fix flickering on heroes with morph targets #rb Marcus.Wassmer #tests Load Agora_P #jira OR-23866 Change 3019581 on 2016/06/20 by Wes.Hunt Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging) #rb Chris.Wood #tests none Change 3019524 on 2016/06/20 by David.Ratti call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly #rb none #tests golden path Change 3019406 on 2016/06/20 by Marcus.Wassmer Duplicate 3014956 from Dev-Rendering Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) #rb none #test none #codereview Jordan.Walker Change 3019371 on 2016/06/20 by Graeme.Thornton Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon. #rb robert.manuszewski #tests tested with cooked pc client + server Change 3018492 on 2016/06/17 by Laurent.Delayen FBoneReferenceCustomization: support editing properties in AnimBP defaults. #rb none #tests: Sword. Change 3017974 on 2016/06/17 by Ryan.Gerleve Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled. #rb cody.haskell #tests settings menu, enabled and disabled deathcam Change 3017913 on 2016/06/17 by Robert.Manuszewski Fixing leaked log archive. #rb Steve.Robb #tests Cooked Win64 client + server Change 3017873 on 2016/06/17 by Daniel.Lamb Fix warning in diff cooked build. #test none #rb none Change 3017676 on 2016/06/17 by Sam.Zamani #online,identity,mcp fix for uninitialized variable #rb dmitry.rekman #tests none Change 3017671 on 2016/06/17 by Robert.Manuszewski Fxied and improved log message when cluster assumptions are violated. #rb Steve.Robb #tests Win64 client + server (cooked) golden path Change 3017358 on 2016/06/16 by Nick.Atamas Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets. #rb none #test PIE Change 3017242 on 2016/06/16 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3017179 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3017237 on 2016/06/16 by Dmitry.Rekman Fix accessing uninitialized field (kills valgrind warnings). #rb none #codereview Michael.Noland, Andrew.Grant, Ori.Cohen #tests Compiled and ran Linux server. Change 3017236 on 2016/06/16 by Dmitry.Rekman Initialize missed field (kills valgrind warnings). #rb none #codereview Michael.Noland, Andrew.Grant #tests Compiled and ran Linux server. Change 3017186 on 2016/06/16 by Dmitry.Rekman Linux: Add hooks for libcrypto memory functions. - Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it. - This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings. - This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later). #rb Michael.Noland, Rob.Cannaday (original version) #codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani #tests Compiled Linux server and ran it. Change 3017037 on 2016/06/16 by Jason.Bestimt #ROBOMERGE-AUTHOR: andrew.grant Merging content fix for driver crash from Release-27 #ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3016838 on 2016/06/16 by Alexis.Matte #jira UE-31901 fix to export all blueprint component to obj #rb uriel.doyon #codereview matt.kuhlenschmidt #test export a blueprint containing multiple staticmesh component to obj Change 3016629 on 2016/06/16 by Dmitry.Rekman Make Binned default on Linux non-editor builds. #codereview Andrew.Grant #rb none #tests none Change 3016615 on 2016/06/16 by Jason.Bestimt #ROBOMERGE-AUTHOR: andrew.grant Temporarily disabling jemalloc for Linux #rb #tests none [CodeReviewed] Dmitry.Rekman #ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3016566 on 2016/06/16 by Michael.Noland Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge #codereview andrew.grant #rb dan.hertzka #tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared Change 3016521 on 2016/06/16 by Ryan.Gerleve Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam. Includes the following CLs from Dev-Networking: 2997908 2998001 2998832 2999054 2999057 2999749 3000051 3001361 3001365 3004958 3009972 3009973 And this CL from //UE4/Main: 3015528 #tests golden path, replays #rb john.pollard Change 3016503 on 2016/06/16 by Brian.Karis Fixed uninitialized variables on particle lights. Fixes hair shading. #rb none #tests editor Change 3016429 on 2016/06/16 by Max.Chen Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386. #jira UE-29167 #tests Load up AnnounceMaster and adjust leading edge of animation clips #rb Frank.Fella Change 3016356 on 2016/06/16 by Lina.Halper - Fix crash on rampage morphtarget Merging using //UE4/Dev-Framework_to_//Orion/Dev-General - this is dupe change from Dev-Framework #jira: https://jira.ol.epicgames.net/browse/OR-23194 #rb: Ori.Cohen #tests: editor/pie spawn as rampage's alt skin Change 3015696 on 2016/06/15 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3015646 This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different) #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3015642 on 2016/06/15 by Mieszko.Zielinski Fixes to multiple reasons AI bots were getting stuck #Orion #rb Lukasz.Furman #test golden path Change 3015622 on 2016/06/15 by Mieszko.Zielinski fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4 #rb Lukasz.Furman #test golden path Change 3015514 on 2016/06/15 by Uriel.Doyon Fixed GlobalMipBias not affecting max texture resolution. This fix is implemented differently in Dev-Rendering in CL 301498. #jira OR-23511 #rb marcus.wassmer #test played game with different quality settings Change 3015258 on 2016/06/15 by Lina.Halper Fix crash with recursive reference between two assets #rb: Ori.Cohen #tests: Sword Change 3014988 on 2016/06/15 by Wes.Hunt Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector. #rb daniel.lamb #tests compile Orion Change 3014962 on 2016/06/15 by Olaf.Piesche Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters. #rb simon.tovey #tests PC editor game Change 3014958 on 2016/06/15 by Laurent.Delayen Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule. This ensures that when the capsule is in view, the mesh will remain updated. #rb Michael.Noland #test Sword ultimate from another player's view. Change 3014833 on 2016/06/15 by Laurent.Delayen Fix for Base Heroes having their locomotion blendspace broken. #rb Thomas.Sarkanen #codereview Thomas.Sarkanen #tests Gadget networked PIE Change 3014688 on 2016/06/15 by Nick.Darnell UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool. #rb none #tests PIE Change 3014325 on 2016/06/15 by Marcus.Wassmer Duplicate 3012706: Scalability CVAR for ContactShadows #rb john.billon #test flip cvar in editor. Change 3014230 on 2016/06/15 by Robert.Manuszewski Fix potentially missing log output when serializing text of length equal to the async log writer buffer size. #rb Steve.Robb #tests Tested in editor build (client + server) Change 3013913 on 2016/06/14 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Updating from DMM (updated from 27.1MM) #RB:none #Tests:compiled #ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3013437 on 2016/06/14 by Simon.Tovey Speculative fix for OR-23158 Couldnt' repro NANs but did see it reading garbage. Reinstated the check that direct accesses for particles in a zero size emitter will return null. Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters. #tests GoldenPath, No broken fx and no more reading garbage. #rb Olaf.Piesche Change 3013063 on 2016/06/14 by Jason.Bestimt #ORION_DG - Unclog robomerge from DMM Merge #RB:none #tests:none Change 3012936 on 2016/06/14 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #rb sam.zamani #tests multiple account login, frontend only Merge from FN CL 3011647, plus fixing one other location expecting "application/json" Change 3012696 on 2016/06/14 by Max.Chen Sequencer: Select actors for corresponding selected keys or sections. Copy from Dev-Sequencer #jira UE-30727 #tests Load up AnnounceMaster and select keyframes #rb none Change 3012691 on 2016/06/14 by Max.Chen Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip. Copy from Dev-Sequencer #jira UE-29167 #tests Load up AnnounceMaster and adjust leading edge of animation clips #rb Frank.Fella Change 3012690 on 2016/06/14 by Andrew.Grant Removed Linux work-around for memory stomp alignment #rb none #tests compiled Change 3012687 on 2016/06/14 by Max.Chen Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time. Copy from Dev-Sequencer #rb none #tests Load up AnnounceMaster and played through sequence Change 3012627 on 2016/06/14 by Mieszko.Zielinski Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4 #rb none #test golden path Change 3012615 on 2016/06/14 by Mieszko.Zielinski Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4 #rb Lukasz.Furman #test golden path Change 3012572 on 2016/06/14 by Dmitry.Rekman Fix realloc with non-default alignment in jemalloc (OR-23541). - Removed obsolete check(), the code was already there since CL 1834526. #rb none #codereview Andrew.Grant, Robert.Manuszewski #tests none Change 3012481 on 2016/06/14 by David.Ratti ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class #rb none #tests ability system sample project Change 3012457 on 2016/06/14 by Andrew.Grant Un-fix misaligned memory-stomp fix for Linux #rb none #tests compiled Change 3012320 on 2016/06/14 by Graeme.Thornton Fixes for MemoryAnalyser2 solution - Upgraded to VS 2015 - Clean up solution configurations. Only leave "Any CPU" - Switch project to build with "Any CPU" rather than "x64". Reimplementation of CL 3012221 from Dev-Core #rb robert.manuszewski #tests opened the main window form correctly in visual studio Change 3012316 on 2016/06/14 by Thomas.Sarkanen Fix copying non-POD structs in the fast path Prevents double-deletions of TArrays etc. #jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path #tests Played PIE & died as Sword in OrionEntry, Exited PIE. #rb Martin.Wilson Change 3012187 on 2016/06/14 by Graeme.Thornton Corrected error message when not specifying linux server device command line correctly in UAT #rb Dmitry.Rekman #tests Checked error message was useful when wrong command line was specified Change 3012026 on 2016/06/13 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3011936 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3011969 on 2016/06/13 by Brian.Karis Tweaks for hair Change 3011638 on 2016/06/13 by Andrew.Grant Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp). Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor #codereview Dave.Ratti, John.Pollard #rb none #tests Ran with/without memstomp Change 3011575 on 2016/06/13 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3011414 NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI #RB:none #Tests:none [CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt #ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3011462 on 2016/06/13 by Alexis.Matte #jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add. #rb nick.darnell #codereview Robert.Manuszewski #test export a obj file and verify all object are exported in maya or max Change 3011424 on 2016/06/13 by Martin.Wilson Hack out fastpath anim bp code until heap corruption issue can be fixed. #rb Laurent.Delayen #tests Persona + PIE Change 3011191 on 2016/06/13 by Mieszko.Zielinski Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4 #rb none #test golden path Change 3011138 on 2016/06/13 by Mieszko.Zielinski Switched bots over from travel mode to sprinting #Orion #rb Lukasz.Furman #test golden path Change 3011075 on 2016/06/13 by David.Ratti Default GameplayAbility instancing policy to InstancePerExecution #rb BenZ #tests compile Change 3011051 on 2016/06/13 by David.Ratti Add missing include so GameplayAbilitySet.h can be included on its own. #rb none #tests compile Change 3010968 on 2016/06/13 by Mieszko.Zielinski Fixed console variables crashing on "" string #UE4 #rb Lukasz.Furman #codereview Martin.Mittring #test PIE Change 3010888 on 2016/06/13 by Alexis.Matte #jira OR-23301 Close the OS handle when closing the FAsyncWriter. #rb Robert.Manuszewski #codereview Robert.Manuszewski #test try to export a obj file Change 3010239 on 2016/06/11 by Michael.Noland UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267] #jira UE-31570 #tests Compiled some blueprints #rb none Change 3009870 on 2016/06/10 by Wes.Hunt Remove logging of analytics payloads from dedicated servers #jira UE-31858 #codereview:dmitry.rekman #rb none #tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster. Change 3009599 on 2016/06/10 by Michael.Noland Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner) #tests Verified in the output of the help command #rb none #rn Change 3009559 on 2016/06/10 by Marcus.Wassmer Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting. #rb Brian.Karis #test Agora PS4 / PC Change 3009525 on 2016/06/10 by David.Ratti Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path. #rb none #tests object libraries in paragon Change 3009228 on 2016/06/10 by David.Ratti remove world check. Can be triggered in editor with PIE #rb none #tests pie Change 3009050 on 2016/06/10 by Dmitry.Rekman Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance. - Fixes by BenM. #rb none #codereview Ben.Marsh #tests Compiled OrionEditor on Linux. Change 3008973 on 2016/06/10 by Marcus.Wassmer Fix Windualshock on VS2015 #rb Rolando.Caloca #test PS4 controller on VS2015 build Change 3008970 on 2016/06/10 by David.Ratti Fix warning about minimal replication tag count -Made bit count a config setting. Bumped to 5 -Minor optimization to UAbilitySystemGlobals::Get() #rb none #tests goldne path, pie Change 3008478 on 2016/06/09 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 3008469 #RB:none #Tests:none Change 3008416 on 2016/06/09 by Andrew.Grant Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun #review-3008417 Ben.Marsh, Justin.Sargent #rb none #tests BuildCookRun with config Change 3008286 on 2016/06/09 by Dmitry.Rekman Add LinuxClient target platform. #rb none #tests Compile OrionEditor on Linux. #codereview Brad.Angelcyk, Ben.Marsh Change 3007978 on 2016/06/09 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3007507 #RB:none #Tests:none [CodeReviewed]: matt.schembari, kerrington.smith #ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3007771 on 2016/06/09 by Laurent.Delayen Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node. #rb martin.wilson #codereview martin.wilson #tests Sword Leap. Change 3007436 on 2016/06/09 by David.Ratti change designer facing parameter name #rb none #test compile Change 3007408 on 2016/06/09 by David.Ratti WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events #rb danY #tests pie Change 3007250 on 2016/06/09 by bruce.nesbit Banner impact location fix. (OR-23179) #rb none #tests Game+PIE Change 3007228 on 2016/06/09 by Ben.Marsh BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph. #rb none #tests none Change 3007225 on 2016/06/09 by Ben.Marsh EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job. Change 3006985 on 2016/06/08 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3006936 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3006926 on 2016/06/08 by Andrew.Grant Merging //UE4/Main @ 300872 via //UE4/Orion-Staging #rb none #tests engine QA, orion qa smoke Change 3006444 on 2016/06/08 by Ben.Marsh BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead. #rb none #tests none Change 3006389 on 2016/06/08 by Daniel.Lamb Delay the processing of packages which aren't ready till the end of the cook. This allows other packages to be processed sooner. #rb Peter.Sauerbrei #test cook orion. Change 3006306 on 2016/06/08 by Michael.Noland Rendering: Added FreezeRendering to the console autocomplete list #rn Change 3006305 on 2016/06/08 by Michael.Noland HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example) Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values: -1: No maximum level (default) 0: Prevent ever showing a HLOD cluster instead of individual meshes 1: Allow only the first level of HLOD clusters to be shown 2+: Allow up to the Nth level of HLOD clusters to be shown Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels HLOD: Allowed r.HLOD console command to be used in Test configurations HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code #rn #codereview jurre.debaare #rb marc.audy #tests Tested with various settings in Paragon and tried creating some new clusters in the editor Change 3006304 on 2016/06/08 by Michael.Noland Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first #rb marc.audy #tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon Change 3006041 on 2016/06/08 by Andrew.Grant Added buildidoverride to shipping whitelist #rb none #tests compiled and used param in shipping Change 3005678 on 2016/06/08 by Ben.Marsh Back out changelist 3004395 #rb none #tests none Change 3005265 on 2016/06/07 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3005120 #RB: none #Tests: none #ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3005081 on 2016/06/07 by Daniel.Lamb Reworked the way packages which are renamed on load are added to the cooked package list. Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory). #rb Andrew.Grant, Marcus.Wasmer #test cook orion Change 3004752 on 2016/06/07 by Daniel.Lamb Requeue packages to the next package on the list instead of to the end of the list. #rb Andrew.Grant #test cook orion Change 3004560 on 2016/06/07 by David.Ratti Kill timelines, latent actions, timer when recycling gameplay cues #rb danY #tests pie Change 3004559 on 2016/06/07 by David.Ratti Object Library: -Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets. GameplayCue Editor: -Fix issue with new notifies not showing up after being created through the GC Editor (until restart). -Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once. #rb none #tests editor Change 3004395 on 2016/06/07 by Ben.Marsh BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job. #rb none #tests none Change 3004164 on 2016/06/07 by David.Ratti Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability. #rb danY #tests multi pie Change 3003837 on 2016/06/07 by David.Ratti Ability system engine work -Default to /Game as search path for gameplay cues, if no explicit paths are set in the config. #rb none #tests ability sample project Change 3002800 on 2016/06/06 by Marcus.Wassmer Fix shader crash in PIE #rb none #test PIE Change 3002657 on 2016/06/06 by Dmitry.Rekman Do not copy to clipboard on crash if headless or on the wrong thread. - Could result in crash handler crashing itself in some circumstances. #rb none #codereveiw Brad.Angelcyk #tests Compiled Linux dedicated server and CrashReportClient. Change 3002546 on 2016/06/06 by Daniel.Lamb Improve cooking performance. Allow cooker to save other packages opportunistically if main package is compiling shaders. Allow cooker to load more packages if there aren't many packages to save. #rb Josh.Adams #test cook orion Change 3002369 on 2016/06/06 by Marcus.Wassmer Project setting for optional rendering features to reduce shader compile times. # of shaders per material is reduced by ~30-40% depending on material #rb Daniel.Wright #test Editor with/without all options, cooked ps4. Change 3002142 on 2016/06/06 by David.Ratti Ability system engine level: -Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified -Fix crash when GameplayCue tag is not specified #rb none #tests sample ability system project, paragon Change 3002106 on 2016/06/06 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani #orion - add support for code tokens which can be shared/redeemed - refactor of existing friend founder's pack codes to be displayed in a generic way using code token info - added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack - added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code - No longer differentiation between PC/PS4 friend codes - "Share Friend Code" button will now process all available codes that can be issued instead of just 1 - updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type [CodeReviewed]: david.nikdel, jason.bestimt #rb david.nikdel #tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes #ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3001218 on 2016/06/05 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3001162 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 2999508 on 2016/06/03 by jason.bestimt #ORION_MAIN - Merge 27 @ CL 2999463 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 2999465 on 2016/06/03 by Robert.Manuszewski Whitelisting more DLLs for injection. #rb none #tests none Change 2999455 on 2016/06/03 by Lukasz.Furman disabled path invalidation events for minions #orion #rb Mieszko.Zielinski #tests PIE with additional debug logging Change 2998488 on 2016/06/02 by Michael.Noland Engine: Prevent forced drawing of spline components in Test configuration #codereview james.golding #tests Ran a cooked Test build on a map with splines in it #rb david.ratti #robomerge: main Change 2997954 on 2016/06/02 by Jason.Bestimt #ROBOMERGE-AUTHOR: jon.lietz OR-22425 no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active. #RB Dave.Ratti #Tests golden path #ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2997750 on 2016/06/02 by Graeme.Thornton Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption Added -checkpak option for force a check of every mounted pak file #rb robert.manuszewski #tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error. [CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
NameToReport = NameToReport.Where(x => x.Value.Nodes.Count > 0).ToDictionary(Pair => Pair.Key, Pair => Pair.Value, StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
// Remove all the order dependencies which are no longer part of the graph. Since we don't need to build them, we don't need to wait for them
foreach(Node Node in RetainNodes)
{
Node.OrderDependencies = Node.OrderDependencies.Where(x => RetainNodes.Contains(x)).ToArray();
}
// Create a new list of triggers from all the nodes which are left
NameToTrigger = RetainNodes.Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct().ToDictionary(x => x.Name, x => x, StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
// Create a new list of aggregates for everything that's left
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3028439 on 2016/06/27 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 28 @ CL 3028090 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3027952 on 2016/06/26 by Jurre.deBaare - Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling - Readded landscape/volume culling for in-engine static mesh merging path - Fixed issue with r.HLOD force -1 (now stops forcing hlods) - Marked hlodcullingvolume as experimental - Added Landscape culling flag + precision level #codereview Michael.Noland #rb Michael.Noland #tests build clusters locally/cloud + landscape culling tests Change 3027702 on 2016/06/25 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 3027698 #RB:none #Tests:none Change 3027312 on 2016/06/24 by Daniel.Lamb Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages. #rb Peter.Sauerbrei #test QA game launch on and cook by the book + cook on the fly paragon Change 3027165 on 2016/06/24 by Daniel.Lamb Fix compiler warnings from cvars changes. #rb none #test cook paragon Change 3026900 on 2016/06/24 by Daniel.Lamb Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function. #rb Marcus.Wasmer #test Cook on the fly paragon #codereview Rolando.Caloca Change 3026874 on 2016/06/24 by Olaf.Piesche #jira OR-18363 fix distortion in particle macro UVs with camera movement #rb frank.fella #tests PC Editor/Game Change 3026494 on 2016/06/24 by jason.bestimt #ORION_MAIN - Merge 28 @ CL 3026460 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3026381 on 2016/06/24 by Graeme.Thornton Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon #rb simon.tovey #codereview dmitry.rekman #tests pc cooked client/server, golden path Change 3025760 on 2016/06/23 by jason.bestimt #ORION_MAIN - Merge 28 @ CL 3025687 #RB:none #tests:none #ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened //Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3025661 on 2016/06/23 by Mieszko.Zielinski Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4 #rb Lukasz.Furman #test golden path Change 3025359 on 2016/06/23 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani #online,externalui,ps4 - expose access to reset cookies before invoking embedded web browser - fixed not capturing resulting Url when PS4 browser is closed #rb none #tests ps4 #ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3025184 on 2016/06/23 by Lina.Halper Fix crash with morphtargets #jira: OR-24257 #rb: Rolando.Caloca #tests: switching mesh with different morphtargets in editor Change 3024714 on 2016/06/23 by Lukasz.Furman added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param #rb Mieszko.Zielinski #tests server game with and without LogBotGame cmdline Change 3024709 on 2016/06/23 by Daniel.Lamb Added support for async save when saving seperate bulk data file. Added mb saved to cooking package stats. #rb Andrew.Grant,Wes.Hunt #test Cook Paragon Change 3024674 on 2016/06/23 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani Merging //Orion/Release-28 to Main (//Orion/Main) #online,identity,ps4 - add psplus flag to online account after privilege check #rb none #tests ps4 login flow #ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3024510 on 2016/06/23 by Graeme.Thornton Added more info to the dumpparticlesystems exec command output #rb simon.tovey #tests cooked pc client, golden path Change 3024504 on 2016/06/23 by Graeme.Thornton Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb) #rb robert.manuszewski #tests windows cooked client, golden path Change 3024213 on 2016/06/22 by Ryan.Gerleve Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it. Added an ensure before a check that would fail in this case so we'll know if it happens again. #tests replays #rb john.pollard Change 3024127 on 2016/06/22 by John.Pollard Bulk merge using Dev-Networking_->_Dev-General_(Orion) 3002989 Add ability to skip missing/changed properties in FFastArraySerializer 3003072 Fix crash related to new replay backwards compatibility changes 3008097 Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache 3009684 Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout * Adds ability to track missing/changed custom delta properties names * Adds ability to track missing/changed RPC's 3013455 Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility * We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date * No longer factor in parameters when building checksum for RPC's * Save FNetFieldExport handle for FClassNetCache fields * Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value) * Lots of cleanup and sanity checking improvements 3018078 Optimize replay checkpoints * Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties * When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation * To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint 3021196 Fix issue with Fast tarray exporting package map info during checkpoints * Add ability to save and restore package map ack status * Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint * No longer queue up reliable bunches on ack list for internal ack connections 3024033 Prune the cached change list before using when saving out checkpoints * Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist 3024034 Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream #rb RyanG #tests Replays Change 3024021 on 2016/06/22 by Dmitry.Rekman Fix PS4 build. #rb Michael.Noland #tests none #codereview Michael.Noland, Dan.Youhon, Sammy.James Change 3023734 on 2016/06/22 by Lukasz.Furman added replication for input events and tool state for both gameplay debugger categories and extensions #ue4 #rb Mieszko.Zielinski #tests PIE, server game Change 3023708 on 2016/06/22 by Dmitry.Rekman Add a separate macro for a poison malloc proxy usage. #rb Michael.Noland #codereview Michael.Noland, Gil.Gribb #tests Compiled OrionServer-Linux-Debug, ran it Change 3023670 on 2016/06/22 by Nick.Darnell Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero. #rb none #tests PIE Change 3023632 on 2016/06/22 by Dmitry.Rekman Fix incorrect matching condition in comments. #rb none #tests Compiled OrionServer-Linux-Debug #codereview Michael.Noland Change 3023475 on 2016/06/22 by Rolando.Caloca O - Back out changelist 3022847 as it broke SSS on PC #rb none #tests re-run editor on PC Change 3023178 on 2016/06/22 by Michael.Noland Engine: Added system memory and % of time spent hitching to analytics #rb bob.tellez #tests Tested a match in Paragon Change 3022963 on 2016/06/22 by Mieszko.Zielinski Fixed a subtle navigation repathing bug #UE4 While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation. #rb Lukasz.Furman #test golden path Change 3022865 on 2016/06/22 by David.Ratti gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects #rb none #tests ability system sample project Change 3022847 on 2016/06/22 by Rolando.Caloca O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled #rb Marcus.Wassmer #codereview Marcus.Wassmer, Brian.Karis #tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin Change 3022804 on 2016/06/22 by Mieszko.Zielinski Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4 Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT #rb Lukasz.Furman #test golden path Change 3022674 on 2016/06/22 by Robert.Manuszewski Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz: UE-30729 Crash in Native Orion when selecting Sword or Tomahawk Clear AsyncLoading in subobjects. #jira OR-23997 #rb me #tests Golden path in editor build, selecting Venus Change 3022405 on 2016/06/21 by Ryan.Gerleve Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received. #rb john.pollard #tests bug repro Change 3022387 on 2016/06/21 by Ryan.Gerleve Added the ability to disable ticking of individual worlds. #tests golden path #rb john.pollard #codereview marc.audy Change 3022312 on 2016/06/21 by Nick.Darnell Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input. #rb none #tests PIE Change 3022207 on 2016/06/21 by Wes.Hunt Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%. #rb none #tests run windows server with one bot connecting and checking analytics version is what is expected. Change 3021808 on 2016/06/21 by Jason.Bestimt #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000 #rb none #tests compile run ps4 #ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3021663 on 2016/06/21 by Jason.Bestimt #ROBOMERGE-AUTHOR: josh.markiewicz #UE4 - CancelFindSessions() didn't null out search result - future FindSession() calls would fail with "search in progress" #rb joe.wilcox #tests UT matchmaking #ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3021508 on 2016/06/21 by Marcus.Wassmer Remove anti-ghosting AA for now. Causes dithered transparency to be very wrong (Dekker shoulders) And also a border around all characters of 'noisy fuzz' even when they are not moving #rb none #test PC/PS4 #codereview Brian.Karis,Jordan.Walker Change 3021475 on 2016/06/21 by Marcus.Wassmer Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664) unified some code for easier maintainance, fixed missing multiply from former change #rb none #test PS4/PC agora Change 3021468 on 2016/06/21 by Michael.Noland Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed #rb ori.cohen #tests Compiled changes, will provide more information when issue reoccurs in build machine cooks #jira OR-24082 Change 3021460 on 2016/06/21 by Michael.Noland Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output #rb bob.tellez #tests Tested a match in Paragon #codereview dmitry.rekman Change 3021368 on 2016/06/21 by Marcus.Wassmer Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used. #rb rolando.caloca #test agora with/wo new config #codereview brian.karis Change 3021119 on 2016/06/21 by David.Ratti Make -notimeouts work during initial connecting phase #codereview John.Pollard #rb none #tests pie agora Change 3021048 on 2016/06/21 by David.Ratti minor tweaks to gameplay cues: -Descriptions of engine GC notify classes -Added 'auto attach to owner' flag on actor notify class. #rb none #test ability system sample project Change 3020694 on 2016/06/20 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3020301 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #CodeReview: cody.haskell Change 3020624 on 2016/06/20 by Michael.Noland Engine: Pushing more fps chart analytics up to engine level code from Paragon Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks #rb Bob.Tellez #tests Golden path Solo VS AI in Paragon and forced a match #codereview bob.tellez, peter.knepley Change 3020181 on 2016/06/20 by Dmitry.Rekman Re-do allowing allocations in NullRHI (OR-24029). - Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926. #rb none #codereview Marcus.Wassmer, Andrew.Grant #tests none Change 3020139 on 2016/06/20 by Ryan.Gerleve Added ability to pause replay recording while keeping the current replay open. #rb john.pollard #tests paused deathcam recording while disabled Change 3019817 on 2016/06/20 by Dmitry.Rekman Poison allocated/freed memory in Debug and Development (non-editor) configs. - With this Paragon client may be more likely to crash on start. #rb Steve.Robb #codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb #tests Built Linux server and Windows client, ran them, also built Windows Orion editor. Change 3019599 on 2016/06/20 by Rolando.Caloca O - Fix flickering on heroes with morph targets #rb Marcus.Wassmer #tests Load Agora_P #jira OR-23866 Change 3019581 on 2016/06/20 by Wes.Hunt Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging) #rb Chris.Wood #tests none Change 3019524 on 2016/06/20 by David.Ratti call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly #rb none #tests golden path Change 3019406 on 2016/06/20 by Marcus.Wassmer Duplicate 3014956 from Dev-Rendering Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) #rb none #test none #codereview Jordan.Walker Change 3019371 on 2016/06/20 by Graeme.Thornton Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon. #rb robert.manuszewski #tests tested with cooked pc client + server Change 3018492 on 2016/06/17 by Laurent.Delayen FBoneReferenceCustomization: support editing properties in AnimBP defaults. #rb none #tests: Sword. Change 3017974 on 2016/06/17 by Ryan.Gerleve Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled. #rb cody.haskell #tests settings menu, enabled and disabled deathcam Change 3017913 on 2016/06/17 by Robert.Manuszewski Fixing leaked log archive. #rb Steve.Robb #tests Cooked Win64 client + server Change 3017873 on 2016/06/17 by Daniel.Lamb Fix warning in diff cooked build. #test none #rb none Change 3017676 on 2016/06/17 by Sam.Zamani #online,identity,mcp fix for uninitialized variable #rb dmitry.rekman #tests none Change 3017671 on 2016/06/17 by Robert.Manuszewski Fxied and improved log message when cluster assumptions are violated. #rb Steve.Robb #tests Win64 client + server (cooked) golden path Change 3017358 on 2016/06/16 by Nick.Atamas Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets. #rb none #test PIE Change 3017242 on 2016/06/16 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3017179 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3017237 on 2016/06/16 by Dmitry.Rekman Fix accessing uninitialized field (kills valgrind warnings). #rb none #codereview Michael.Noland, Andrew.Grant, Ori.Cohen #tests Compiled and ran Linux server. Change 3017236 on 2016/06/16 by Dmitry.Rekman Initialize missed field (kills valgrind warnings). #rb none #codereview Michael.Noland, Andrew.Grant #tests Compiled and ran Linux server. Change 3017186 on 2016/06/16 by Dmitry.Rekman Linux: Add hooks for libcrypto memory functions. - Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it. - This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings. - This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later). #rb Michael.Noland, Rob.Cannaday (original version) #codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani #tests Compiled Linux server and ran it. Change 3017037 on 2016/06/16 by Jason.Bestimt #ROBOMERGE-AUTHOR: andrew.grant Merging content fix for driver crash from Release-27 #ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3016838 on 2016/06/16 by Alexis.Matte #jira UE-31901 fix to export all blueprint component to obj #rb uriel.doyon #codereview matt.kuhlenschmidt #test export a blueprint containing multiple staticmesh component to obj Change 3016629 on 2016/06/16 by Dmitry.Rekman Make Binned default on Linux non-editor builds. #codereview Andrew.Grant #rb none #tests none Change 3016615 on 2016/06/16 by Jason.Bestimt #ROBOMERGE-AUTHOR: andrew.grant Temporarily disabling jemalloc for Linux #rb #tests none [CodeReviewed] Dmitry.Rekman #ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3016566 on 2016/06/16 by Michael.Noland Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge #codereview andrew.grant #rb dan.hertzka #tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared Change 3016521 on 2016/06/16 by Ryan.Gerleve Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam. Includes the following CLs from Dev-Networking: 2997908 2998001 2998832 2999054 2999057 2999749 3000051 3001361 3001365 3004958 3009972 3009973 And this CL from //UE4/Main: 3015528 #tests golden path, replays #rb john.pollard Change 3016503 on 2016/06/16 by Brian.Karis Fixed uninitialized variables on particle lights. Fixes hair shading. #rb none #tests editor Change 3016429 on 2016/06/16 by Max.Chen Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386. #jira UE-29167 #tests Load up AnnounceMaster and adjust leading edge of animation clips #rb Frank.Fella Change 3016356 on 2016/06/16 by Lina.Halper - Fix crash on rampage morphtarget Merging using //UE4/Dev-Framework_to_//Orion/Dev-General - this is dupe change from Dev-Framework #jira: https://jira.ol.epicgames.net/browse/OR-23194 #rb: Ori.Cohen #tests: editor/pie spawn as rampage's alt skin Change 3015696 on 2016/06/15 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3015646 This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different) #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3015642 on 2016/06/15 by Mieszko.Zielinski Fixes to multiple reasons AI bots were getting stuck #Orion #rb Lukasz.Furman #test golden path Change 3015622 on 2016/06/15 by Mieszko.Zielinski fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4 #rb Lukasz.Furman #test golden path Change 3015514 on 2016/06/15 by Uriel.Doyon Fixed GlobalMipBias not affecting max texture resolution. This fix is implemented differently in Dev-Rendering in CL 301498. #jira OR-23511 #rb marcus.wassmer #test played game with different quality settings Change 3015258 on 2016/06/15 by Lina.Halper Fix crash with recursive reference between two assets #rb: Ori.Cohen #tests: Sword Change 3014988 on 2016/06/15 by Wes.Hunt Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector. #rb daniel.lamb #tests compile Orion Change 3014962 on 2016/06/15 by Olaf.Piesche Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters. #rb simon.tovey #tests PC editor game Change 3014958 on 2016/06/15 by Laurent.Delayen Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule. This ensures that when the capsule is in view, the mesh will remain updated. #rb Michael.Noland #test Sword ultimate from another player's view. Change 3014833 on 2016/06/15 by Laurent.Delayen Fix for Base Heroes having their locomotion blendspace broken. #rb Thomas.Sarkanen #codereview Thomas.Sarkanen #tests Gadget networked PIE Change 3014688 on 2016/06/15 by Nick.Darnell UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool. #rb none #tests PIE Change 3014325 on 2016/06/15 by Marcus.Wassmer Duplicate 3012706: Scalability CVAR for ContactShadows #rb john.billon #test flip cvar in editor. Change 3014230 on 2016/06/15 by Robert.Manuszewski Fix potentially missing log output when serializing text of length equal to the async log writer buffer size. #rb Steve.Robb #tests Tested in editor build (client + server) Change 3013913 on 2016/06/14 by Jason.Bestimt #ROBOMERGE-AUTHOR: jason.bestimt #ORION_MAIN - Updating from DMM (updated from 27.1MM) #RB:none #Tests:compiled #ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3013437 on 2016/06/14 by Simon.Tovey Speculative fix for OR-23158 Couldnt' repro NANs but did see it reading garbage. Reinstated the check that direct accesses for particles in a zero size emitter will return null. Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters. #tests GoldenPath, No broken fx and no more reading garbage. #rb Olaf.Piesche Change 3013063 on 2016/06/14 by Jason.Bestimt #ORION_DG - Unclog robomerge from DMM Merge #RB:none #tests:none Change 3012936 on 2016/06/14 by Rob.Cannaday Fix for multiple account login not kicking previous logins Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith #jira FORT-25452 #rb sam.zamani #tests multiple account login, frontend only Merge from FN CL 3011647, plus fixing one other location expecting "application/json" Change 3012696 on 2016/06/14 by Max.Chen Sequencer: Select actors for corresponding selected keys or sections. Copy from Dev-Sequencer #jira UE-30727 #tests Load up AnnounceMaster and select keyframes #rb none Change 3012691 on 2016/06/14 by Max.Chen Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip. Copy from Dev-Sequencer #jira UE-29167 #tests Load up AnnounceMaster and adjust leading edge of animation clips #rb Frank.Fella Change 3012690 on 2016/06/14 by Andrew.Grant Removed Linux work-around for memory stomp alignment #rb none #tests compiled Change 3012687 on 2016/06/14 by Max.Chen Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time. Copy from Dev-Sequencer #rb none #tests Load up AnnounceMaster and played through sequence Change 3012627 on 2016/06/14 by Mieszko.Zielinski Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4 #rb none #test golden path Change 3012615 on 2016/06/14 by Mieszko.Zielinski Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4 #rb Lukasz.Furman #test golden path Change 3012572 on 2016/06/14 by Dmitry.Rekman Fix realloc with non-default alignment in jemalloc (OR-23541). - Removed obsolete check(), the code was already there since CL 1834526. #rb none #codereview Andrew.Grant, Robert.Manuszewski #tests none Change 3012481 on 2016/06/14 by David.Ratti ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class #rb none #tests ability system sample project Change 3012457 on 2016/06/14 by Andrew.Grant Un-fix misaligned memory-stomp fix for Linux #rb none #tests compiled Change 3012320 on 2016/06/14 by Graeme.Thornton Fixes for MemoryAnalyser2 solution - Upgraded to VS 2015 - Clean up solution configurations. Only leave "Any CPU" - Switch project to build with "Any CPU" rather than "x64". Reimplementation of CL 3012221 from Dev-Core #rb robert.manuszewski #tests opened the main window form correctly in visual studio Change 3012316 on 2016/06/14 by Thomas.Sarkanen Fix copying non-POD structs in the fast path Prevents double-deletions of TArrays etc. #jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path #tests Played PIE & died as Sword in OrionEntry, Exited PIE. #rb Martin.Wilson Change 3012187 on 2016/06/14 by Graeme.Thornton Corrected error message when not specifying linux server device command line correctly in UAT #rb Dmitry.Rekman #tests Checked error message was useful when wrong command line was specified Change 3012026 on 2016/06/13 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3011936 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 3011969 on 2016/06/13 by Brian.Karis Tweaks for hair Change 3011638 on 2016/06/13 by Andrew.Grant Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp). Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor #codereview Dave.Ratti, John.Pollard #rb none #tests Ran with/without memstomp Change 3011575 on 2016/06/13 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3011414 NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI #RB:none #Tests:none [CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt #ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3011462 on 2016/06/13 by Alexis.Matte #jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add. #rb nick.darnell #codereview Robert.Manuszewski #test export a obj file and verify all object are exported in maya or max Change 3011424 on 2016/06/13 by Martin.Wilson Hack out fastpath anim bp code until heap corruption issue can be fixed. #rb Laurent.Delayen #tests Persona + PIE Change 3011191 on 2016/06/13 by Mieszko.Zielinski Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4 #rb none #test golden path Change 3011138 on 2016/06/13 by Mieszko.Zielinski Switched bots over from travel mode to sprinting #Orion #rb Lukasz.Furman #test golden path Change 3011075 on 2016/06/13 by David.Ratti Default GameplayAbility instancing policy to InstancePerExecution #rb BenZ #tests compile Change 3011051 on 2016/06/13 by David.Ratti Add missing include so GameplayAbilitySet.h can be included on its own. #rb none #tests compile Change 3010968 on 2016/06/13 by Mieszko.Zielinski Fixed console variables crashing on "" string #UE4 #rb Lukasz.Furman #codereview Martin.Mittring #test PIE Change 3010888 on 2016/06/13 by Alexis.Matte #jira OR-23301 Close the OS handle when closing the FAsyncWriter. #rb Robert.Manuszewski #codereview Robert.Manuszewski #test try to export a obj file Change 3010239 on 2016/06/11 by Michael.Noland UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267] #jira UE-31570 #tests Compiled some blueprints #rb none Change 3009870 on 2016/06/10 by Wes.Hunt Remove logging of analytics payloads from dedicated servers #jira UE-31858 #codereview:dmitry.rekman #rb none #tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster. Change 3009599 on 2016/06/10 by Michael.Noland Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner) #tests Verified in the output of the help command #rb none #rn Change 3009559 on 2016/06/10 by Marcus.Wassmer Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting. #rb Brian.Karis #test Agora PS4 / PC Change 3009525 on 2016/06/10 by David.Ratti Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path. #rb none #tests object libraries in paragon Change 3009228 on 2016/06/10 by David.Ratti remove world check. Can be triggered in editor with PIE #rb none #tests pie Change 3009050 on 2016/06/10 by Dmitry.Rekman Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance. - Fixes by BenM. #rb none #codereview Ben.Marsh #tests Compiled OrionEditor on Linux. Change 3008973 on 2016/06/10 by Marcus.Wassmer Fix Windualshock on VS2015 #rb Rolando.Caloca #test PS4 controller on VS2015 build Change 3008970 on 2016/06/10 by David.Ratti Fix warning about minimal replication tag count -Made bit count a config setting. Bumped to 5 -Minor optimization to UAbilitySystemGlobals::Get() #rb none #tests goldne path, pie Change 3008478 on 2016/06/09 by Jason.Bestimt #ORION_DG - Merge MAIN @ CL 3008469 #RB:none #Tests:none Change 3008416 on 2016/06/09 by Andrew.Grant Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun #review-3008417 Ben.Marsh, Justin.Sargent #rb none #tests BuildCookRun with config Change 3008286 on 2016/06/09 by Dmitry.Rekman Add LinuxClient target platform. #rb none #tests Compile OrionEditor on Linux. #codereview Brad.Angelcyk, Ben.Marsh Change 3007978 on 2016/06/09 by jason.bestimt #ORION_MAIN - Merge DUI @ CL 3007507 #RB:none #Tests:none [CodeReviewed]: matt.schembari, kerrington.smith #ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3007771 on 2016/06/09 by Laurent.Delayen Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node. #rb martin.wilson #codereview martin.wilson #tests Sword Leap. Change 3007436 on 2016/06/09 by David.Ratti change designer facing parameter name #rb none #test compile Change 3007408 on 2016/06/09 by David.Ratti WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events #rb danY #tests pie Change 3007250 on 2016/06/09 by bruce.nesbit Banner impact location fix. (OR-23179) #rb none #tests Game+PIE Change 3007228 on 2016/06/09 by Ben.Marsh BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph. #rb none #tests none Change 3007225 on 2016/06/09 by Ben.Marsh EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job. Change 3006985 on 2016/06/08 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3006936 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3006926 on 2016/06/08 by Andrew.Grant Merging //UE4/Main @ 300872 via //UE4/Orion-Staging #rb none #tests engine QA, orion qa smoke Change 3006444 on 2016/06/08 by Ben.Marsh BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead. #rb none #tests none Change 3006389 on 2016/06/08 by Daniel.Lamb Delay the processing of packages which aren't ready till the end of the cook. This allows other packages to be processed sooner. #rb Peter.Sauerbrei #test cook orion. Change 3006306 on 2016/06/08 by Michael.Noland Rendering: Added FreezeRendering to the console autocomplete list #rn Change 3006305 on 2016/06/08 by Michael.Noland HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example) Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values: -1: No maximum level (default) 0: Prevent ever showing a HLOD cluster instead of individual meshes 1: Allow only the first level of HLOD clusters to be shown 2+: Allow up to the Nth level of HLOD clusters to be shown Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels HLOD: Allowed r.HLOD console command to be used in Test configurations HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code #rn #codereview jurre.debaare #rb marc.audy #tests Tested with various settings in Paragon and tried creating some new clusters in the editor Change 3006304 on 2016/06/08 by Michael.Noland Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first #rb marc.audy #tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon Change 3006041 on 2016/06/08 by Andrew.Grant Added buildidoverride to shipping whitelist #rb none #tests compiled and used param in shipping Change 3005678 on 2016/06/08 by Ben.Marsh Back out changelist 3004395 #rb none #tests none Change 3005265 on 2016/06/07 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3005120 #RB: none #Tests: none #ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 3005081 on 2016/06/07 by Daniel.Lamb Reworked the way packages which are renamed on load are added to the cooked package list. Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory). #rb Andrew.Grant, Marcus.Wasmer #test cook orion Change 3004752 on 2016/06/07 by Daniel.Lamb Requeue packages to the next package on the list instead of to the end of the list. #rb Andrew.Grant #test cook orion Change 3004560 on 2016/06/07 by David.Ratti Kill timelines, latent actions, timer when recycling gameplay cues #rb danY #tests pie Change 3004559 on 2016/06/07 by David.Ratti Object Library: -Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets. GameplayCue Editor: -Fix issue with new notifies not showing up after being created through the GC Editor (until restart). -Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once. #rb none #tests editor Change 3004395 on 2016/06/07 by Ben.Marsh BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job. #rb none #tests none Change 3004164 on 2016/06/07 by David.Ratti Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability. #rb danY #tests multi pie Change 3003837 on 2016/06/07 by David.Ratti Ability system engine work -Default to /Game as search path for gameplay cues, if no explicit paths are set in the config. #rb none #tests ability sample project Change 3002800 on 2016/06/06 by Marcus.Wassmer Fix shader crash in PIE #rb none #test PIE Change 3002657 on 2016/06/06 by Dmitry.Rekman Do not copy to clipboard on crash if headless or on the wrong thread. - Could result in crash handler crashing itself in some circumstances. #rb none #codereveiw Brad.Angelcyk #tests Compiled Linux dedicated server and CrashReportClient. Change 3002546 on 2016/06/06 by Daniel.Lamb Improve cooking performance. Allow cooker to save other packages opportunistically if main package is compiling shaders. Allow cooker to load more packages if there aren't many packages to save. #rb Josh.Adams #test cook orion Change 3002369 on 2016/06/06 by Marcus.Wassmer Project setting for optional rendering features to reduce shader compile times. # of shaders per material is reduced by ~30-40% depending on material #rb Daniel.Wright #test Editor with/without all options, cooked ps4. Change 3002142 on 2016/06/06 by David.Ratti Ability system engine level: -Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified -Fix crash when GameplayCue tag is not specified #rb none #tests sample ability system project, paragon Change 3002106 on 2016/06/06 by Jason.Bestimt #ROBOMERGE-AUTHOR: sam.zamani #orion - add support for code tokens which can be shared/redeemed - refactor of existing friend founder's pack codes to be displayed in a generic way using code token info - added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack - added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code - No longer differentiation between PC/PS4 friend codes - "Share Friend Code" button will now process all available codes that can be issued instead of just 1 - updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type [CodeReviewed]: david.nikdel, jason.bestimt #rb david.nikdel #tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes #ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3001218 on 2016/06/05 by jason.bestimt #ORION_MAIN - Merge 27.2 @ CL 3001162 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. #CodeReview: jason.bestimt Change 2999508 on 2016/06/03 by jason.bestimt #ORION_MAIN - Merge 27 @ CL 2999463 #RB:none #Tests:none #ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/... #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human. //Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened #CodeReview: jason.bestimt Change 2999465 on 2016/06/03 by Robert.Manuszewski Whitelisting more DLLs for injection. #rb none #tests none Change 2999455 on 2016/06/03 by Lukasz.Furman disabled path invalidation events for minions #orion #rb Mieszko.Zielinski #tests PIE with additional debug logging Change 2998488 on 2016/06/02 by Michael.Noland Engine: Prevent forced drawing of spline components in Test configuration #codereview james.golding #tests Ran a cooked Test build on a map with splines in it #rb david.ratti #robomerge: main Change 2997954 on 2016/06/02 by Jason.Bestimt #ROBOMERGE-AUTHOR: jon.lietz OR-22425 no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active. #RB Dave.Ratti #Tests golden path #ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943 #ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 2997750 on 2016/06/02 by Graeme.Thornton Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption Added -checkpak option for force a check of every mounted pak file #rb robert.manuszewski #tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error. [CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
AggregateNameToNodes = AggregateNameToNodes.Where(x => x.Value.All(y => RetainNodes.Contains(y))).ToDictionary(Pair => Pair.Key, Pair => Pair.Value, StringComparer.InvariantCultureIgnoreCase);
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
// Remove any badges which do not have all their dependencies
Badges.RemoveAll(x => x.Nodes.Any(y => !RetainNodes.Contains(y)));
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
// Remove any diagnostics which are no longer part of the graph
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
Diagnostics.RemoveAll(x => (x.EnclosingNode != null && !RetainNodes.Contains(x.EnclosingNode)) || (x.EnclosingAgent != null && !Agents.Contains(x.EnclosingAgent)));
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
/// <summary>
/// Skips the given triggers, collapsing everything inside them into their parent trigger.
/// </summary>
/// <param name="Triggers">Set of triggers to skip</param>
public void SkipTriggers(HashSet<ManualTrigger> Triggers)
{
foreach(ManualTrigger Trigger in Triggers)
{
NameToTrigger.Remove(Trigger.Name);
}
foreach(Node Node in NameToNode.Values)
{
while(Triggers.Contains(Node.ControllingTrigger))
{
Node.ControllingTrigger = Node.ControllingTrigger.Parent;
}
}
foreach(GraphDiagnostic Diagnostic in Diagnostics)
{
while(Triggers.Contains(Diagnostic.EnclosingTrigger))
{
Diagnostic.EnclosingTrigger = Diagnostic.EnclosingTrigger.Parent;
}
}
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
/// <summary>
/// Writes a preprocessed build graph to a script file
/// </summary>
/// <param name="File">The file to load</param>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
/// <param name="SchemaFile">Schema file for validation</param>
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
public void Write(FileReference File, FileReference SchemaFile)
{
XmlWriterSettings Settings = new XmlWriterSettings();
Settings.Indent = true;
Settings.IndentChars = "\t";
using (XmlWriter Writer = XmlWriter.Create(File.FullName, Settings))
{
Writer.WriteStartElement("BuildGraph", "http://www.epicgames.com/BuildGraph");
if (SchemaFile != null)
{
Writer.WriteAttributeString("schemaLocation", "http://www.w3.org/2001/XMLSchema-instance", "http://www.epicgames.com/BuildGraph " + SchemaFile.MakeRelativeTo(File.Directory));
}
foreach (Agent Agent in Agents)
{
Agent.Write(Writer, null);
}
foreach (ManualTrigger ControllingTrigger in Agents.SelectMany(x => x.Nodes).Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct())
{
Writer.WriteStartElement("Trigger");
Writer.WriteAttributeString("Name", ControllingTrigger.QualifiedName);
foreach (Agent Agent in Agents)
{
Agent.Write(Writer, ControllingTrigger);
}
Writer.WriteEndElement();
}
foreach (KeyValuePair<string, Node[]> Aggregate in AggregateNameToNodes)
{
Writer.WriteStartElement("Aggregate");
Writer.WriteAttributeString("Name", Aggregate.Key);
Writer.WriteAttributeString("Requires", String.Join(";", Aggregate.Value.Select(x => x.Name)));
Writer.WriteEndElement();
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
foreach (Report Report in NameToReport.Values)
{
Writer.WriteStartElement("Report");
Writer.WriteAttributeString("Name", Report.Name);
Writer.WriteAttributeString("Requires", String.Join(";", Report.Nodes.Select(x => x.Name)));
Writer.WriteEndElement();
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
foreach (Badge Badge in Badges)
{
Writer.WriteStartElement("Badge");
Writer.WriteAttributeString("Name", Badge.Name);
if (Badge.Project != null)
{
Writer.WriteAttributeString("Project", Badge.Project);
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
if (Badge.Change != 0)
{
Writer.WriteAttributeString("Change", Badge.Change.ToString());
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
Writer.WriteAttributeString("Requires", String.Join(";", Badge.Nodes.Select(x => x.Name)));
Writer.WriteEndElement();
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
Writer.WriteEndElement();
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
/// <summary>
/// Export the build graph to a Json file, for parallel execution by the build system
/// </summary>
/// <param name="File">Output file to write</param>
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
/// <param name="Trigger">The trigger whose nodes to run. Null for the default nodes.</param>
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <param name="CompletedNodes">Set of nodes which have been completed</param>
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
public void Export(FileReference File, ManualTrigger Trigger, HashSet<Node> CompletedNodes)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
// Find all the nodes which we're actually going to execute. We'll use this to filter the graph.
HashSet<Node> NodesToExecute = new HashSet<Node>();
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
foreach(Node Node in Agents.SelectMany(x => x.Nodes))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
if(!CompletedNodes.Contains(Node) && Node.IsBehind(Trigger))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
NodesToExecute.Add(Node);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
// Open the output file
using(JsonWriter JsonWriter = new JsonWriter(File.FullName))
{
JsonWriter.WriteObjectStart();
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
// Write all the agents
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
JsonWriter.WriteArrayStart("Groups");
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
foreach(Agent Agent in Agents)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
Node[] Nodes = Agent.Nodes.Where(x => NodesToExecute.Contains(x) && x.ControllingTrigger == Trigger).ToArray();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
if(Nodes.Length > 0)
{
JsonWriter.WriteObjectStart();
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
JsonWriter.WriteValue("Name", Agent.Name);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
JsonWriter.WriteArrayStart("Agent Types");
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
foreach(string AgentType in Agent.PossibleTypes)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
JsonWriter.WriteValue(AgentType);
}
JsonWriter.WriteArrayEnd();
JsonWriter.WriteArrayStart("Nodes");
foreach(Node Node in Nodes)
{
JsonWriter.WriteObjectStart();
JsonWriter.WriteValue("Name", Node.Name);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3145834) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3129636 on 2016/09/17 by Ben.Marsh UBT: Add a "-nolink" option which allows compiling object files without linking them into an executable. Useful for non-unity builds, which take a very long time to link or fail on some platforms due to command lines being too long, PDB file having too many records, etc... Change 3129825 on 2016/09/18 by Ben.Marsh UBT: Don't force Linux to build in unity; it seems to build fine without. Change 3129965 on 2016/09/19 by Matthew.Griffin Duplicating CL#3129960 from Release-4.13 Exclude NetworkProfiler when building CS tools for Linux Change 3130653 on 2016/09/19 by Ben.Marsh UHT: Fix missing "Error:" prefix in output log, causing messages to be ignored for failure emails. Change 3130662 on 2016/09/19 by Ben.Marsh EC: Prevent UHT failures from being reported twice, and remove the need for special case to show UHT summary output. Change 3131956 on 2016/09/20 by Matthew.Griffin Addtional fixes for compiling Editor as a monolithic executable Change so monolithic editor is output to Project Binaries directory Removed duplicated ReturnContainerIndexFromChannelName function Only check for out of date modules for non monolithic editor Don't define GIsGameAgnosticExe or PER_MODULE_BOILERPLATE for monolithic editor, done elsewhere Correct IMPLEMENT_MODULE for QuadricMeshReduction and AudioCapture modules Change 3132112 on 2016/09/20 by Ben.Marsh Docs: Remove reference to UBT environment variables from configuration docs. Change 3132815 on 2016/09/20 by Ben.Marsh AutomationTool: Delete GUBP. Everything now uses BuildGraph! Change 3132871 on 2016/09/20 by Ben.Marsh UBT: Remove GUBP callbacks from TargetRules instances. Change 3132987 on 2016/09/20 by Ben.Marsh Allow public distribution of the compiled SimplygonMeshUtilities binaries. Change 3133974 on 2016/09/21 by Ben.Marsh Allow public distribution of the SimplygonSwarm module. Requires a separate Simplygon DLL (still in a NotForLicensees folder) to function correctly. Change 3137228 on 2016/09/22 by Ben.Marsh UAT: Merging fix to parallel executor on Linux from 4.13 branch. Change 3139783 on 2016/09/26 by Matthew.Griffin Fixed Xbox support for Installed Builds Corrected typo in Xbox+PS4 filter creation and added XboxOnePackageNameUtil.exe Added Xbox versions of ThirdParty libs that hadn't been specified until now Change 3141721 on 2016/09/27 by Ben.Marsh Remove declaration of circular references between FbxAutomationTestBuilder and LevelEditor; causes LevelEditor to be built differently if plugin is enabled, which results in shared build products being invalidated by switching between games. Change 3141789 on 2016/09/27 by Ben.Marsh UBT: Retain the ".suppressed" part of output file names when building import libraries for circularly referenced modules. Change 3141805 on 2016/09/27 by Ben.Marsh UBT: Allow reusing build ids in version manifests as long as we aren't modifying any engine binaries (building more or fewer is permitted), and merge manifests together if possible. Allows building the entire solution through Visual Studio, when some projects may build more modules than another. Change 3141980 on 2016/09/27 by Ben.Marsh EC: Include a "Steps to Reproduce" section in failure emails, which gives the command line to run to execute the step. Change 3143996 on 2016/09/28 by Ben.Marsh BuildGraph: Fix exported job steps having dependencies on nodes behind triggers, causing jobs to never terminate. Change 3144696 on 2016/09/29 by Matthew.Griffin Adding -NoSharedPCH to NonUnity build steps and split them into separate nodes for UE4Editor and UE4Game Fixed redefinition of __WINDOWS_DS__ Change 3144931 on 2016/09/29 by Ben.Marsh Core: Changes to search paths for DLL loading. * The default binaries directory is now added to the list of search paths. Normally LoadLibrary finds these without needing to preload them, but plugins can change the global search paths by calling SetDefaultDllDirectories(). * Only the top entry of the DLL directory stack is searched. There is typically only one directory here anyway, but the intent is more consistent with the operation of SetDllDirectory(). * Resolved import paths are converted to absolute, so the resulting calls to LoadLibrary will not be influenced by calls to SetDefaultDllDirectories() changing the base directory. * Search paths aren't de-duplicated any more. They don't overlap in practice, and it's not expensive even if they do. Change 3144932 on 2016/09/29 by Ben.Marsh Vulkan: Only add vulkan-1.dll as a delay load dependency from the VulkanRHI module, otherwise it can be added to the linker command-line 20 or more times. Change 3145011 on 2016/09/29 by Ben.Marsh Core: Include the compatible changelist in version manifests, so local builds after syncing with UGS will have the correct compatible changelist numbers post-hotfix. [CL 3146509 by Ben Marsh in Main branch]
2016-09-30 08:50:19 -04:00
JsonWriter.WriteValue("DependsOn", String.Join(";", Node.GetDirectOrderDependencies().Where(x => NodesToExecute.Contains(x) && x.ControllingTrigger == Trigger)));
JsonWriter.WriteValue("RunEarly", Node.bRunEarly);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
JsonWriter.WriteObjectStart("Notify");
JsonWriter.WriteValue("Default", String.Join(";", Node.NotifyUsers));
JsonWriter.WriteValue("Submitters", String.Join(";", Node.NotifySubmitters));
JsonWriter.WriteValue("Warnings", Node.bNotifyOnWarnings);
JsonWriter.WriteObjectEnd();
JsonWriter.WriteObjectEnd();
}
JsonWriter.WriteArrayEnd();
JsonWriter.WriteObjectEnd();
}
}
JsonWriter.WriteArrayEnd();
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
// Write all the badges
JsonWriter.WriteArrayStart("Badges");
foreach (Badge Badge in Badges)
{
Node[] Dependencies = Badge.Nodes.Where(x => NodesToExecute.Contains(x) && x.ControllingTrigger == Trigger).ToArray();
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
if (Dependencies.Length > 0)
{
// Reduce that list to the smallest subset of direct dependencies
HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
foreach (Node Dependency in Dependencies)
{
DirectDependencies.ExceptWith(Dependency.OrderDependencies);
}
JsonWriter.WriteObjectStart();
JsonWriter.WriteValue("Name", Badge.Name);
if (!String.IsNullOrEmpty(Badge.Project))
{
JsonWriter.WriteValue("Project", Badge.Project);
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3284872 on 2017/02/03 by Graeme.Thornton Seperate pak cache granularity from pak signing chunk size Change 3285765 on 2017/02/03 by Graeme.Thornton Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread #jira UE-41478 Change 3286913 on 2017/02/04 by Ben.Marsh IncludeTool: Merging fixes. * Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead. * Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation. Change 3287100 on 2017/02/05 by Ben.Marsh UBT: Move platform settings into platform-specific TargetRules objects. Change 3287106 on 2017/02/05 by Ben.Marsh Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information. Change 3287398 on 2017/02/06 by Steve.Robb Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together. Change 3287399 on 2017/02/06 by Steve.Robb Log verbosities made more readable in the debugger. Change 3287410 on 2017/02/06 by Steve.Robb Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all. #fyi marc.audy Change 3288020 on 2017/02/06 by Ben.Marsh Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly. Change 3291817 on 2017/02/08 by Steve.Robb New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools. Change 3292090 on 2017/02/08 by Graeme.Thornton Crash fix - don't update font engine services if it was never created #jira UE-33953 Change 3292993 on 2017/02/08 by Ben.Marsh Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH) Change 3293231 on 2017/02/08 by Ben.Marsh BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed. Change 3294213 on 2017/02/09 by Ben.Marsh EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty. Change 3294753 on 2017/02/09 by Ben.Zeigler #jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated Change 3296070 on 2017/02/09 by Ben.Zeigler Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction. Change 3296420 on 2017/02/10 by Graeme.Thornton Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed Refactored encryption and signing key access in unrealpak to make it easier to use Change 3296609 on 2017/02/10 by Ben.Marsh BuildGraph: Fix error running the <Copy> task with an empty "From" argument. * FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator) * FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory. Change 3297440 on 2017/02/10 by Ben.Marsh UBT: Move the FileFilter class into UnrealBuildTool. Change 3297725 on 2017/02/10 by Ben.Zeigler #jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both. Clean up a lot of confusingly named and broken functions on UEnum: #jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings #jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions Delete some now redundant enum editor code and pipe everything through UEnum Change 3297979 on 2017/02/10 by Ben.Zeigler Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior Change 3298299 on 2017/02/10 by Steve.Robb TTuple improvements: - equality comparable - serializable - in the correct folder 2-tuples are specialized to be syntactically compatible with both TPair and TTuple. TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer. #fyi robert.manuszewski,ben.marsh Change 3298460 on 2017/02/11 by Ben.Marsh UGS: Set the correct result from running custom tasks. Change 3298462 on 2017/02/11 by Ben.Marsh UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated. Change 3299447 on 2017/02/13 by Graeme.Thornton Fix AES and pak signing key embedding for content only projects - Force temp target when any keys are specified by project config Change 3299649 on 2017/02/13 by Steve.Robb PLATFORM_HAS_DEFAULTED_OPERATORS fixed. Other obsolete compiler switches removed. Change 3299787 on 2017/02/13 by Steve.Robb IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization. #fyi robert.manuszewski Change 3300576 on 2017/02/13 by Ben.Marsh EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter. Change 3300600 on 2017/02/13 by Ben.Marsh EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces. Change 3300624 on 2017/02/13 by Ben.Marsh Switch incremental builds for all streams to start up on the incremental agent. Change 3302134 on 2017/02/14 by Steve.Robb UnrealCodeAnalyzer removed. #fyi ben.marsh,robert.manuszewski Change 3302639 on 2017/02/14 by Ben.Zeigler Fix crash cooking odin with default command line #jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified Change 3303002 on 2017/02/14 by Ben.Zeigler #jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level #jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway Fix it so -cooksinglepackage works properly again and excludes localization and startup packages Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate Change 3303084 on 2017/02/14 by Ben.Zeigler Attempt to get Nativization and EDL working without warnings Change 3305153 on 2017/02/15 by Ben.Zeigler Fix Fortnite and Orion cook, I don't understand why this passed my local testing Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning Change 3305959 on 2017/02/16 by Gil.Gribb UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms. Change 3306159 on 2017/02/16 by Ben.Marsh Fix path to target binaries when building non-monolithic in a unique build environment. Change 3306584 on 2017/02/16 by Steve.Robb UEnum internal functions renamed from Index to Value. GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values. #fyi ben.zeigler Change 3307836 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually Fixes lighting in Infiltrator demo Change 3307929 on 2017/02/16 by Ben.Zeigler #jira UE-42055 Second half of matinee redirector fix Change 3308840 on 2017/02/17 by Matthew.Griffin Reimplementing CL#3305808 from 4.15 Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases) Change 3309115 on 2017/02/17 by Ben.Marsh Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead. Change 3309120 on 2017/02/17 by Ben.Marsh Fix support for creating modular builds which don't use the shared build environment. Change 3309125 on 2017/02/17 by Ben.Marsh Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator. Change 3309128 on 2017/02/17 by Ben.Marsh Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces. Change 3309131 on 2017/02/17 by Ben.Marsh Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again. Change 3309140 on 2017/02/17 by Ben.Marsh UAT: Fix exception moving a file from one location to another if the target directory does not exist. Change 3309212 on 2017/02/17 by Ben.Marsh Fixes/improvements for mod editor and code mods: * A separate top-level project is generated for each code mod in the Visual Studio solution. * Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods. * Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds. * Plugin browser now includes a separate category for mods. * Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings. Change 3309231 on 2017/02/17 by Steve.Robb Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<. #jira UE-42052 Change 3309248 on 2017/02/17 by Ben.Marsh Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true. Change 3309257 on 2017/02/17 by Ben.Marsh Prevent game binaries from being renamed for hot reload when working with installed projects. Change 3309355 on 2017/02/17 by Steven.Hutton Changes to make the website compatible with the new database changes. Change 3309371 on 2017/02/17 by Ben.Marsh Fix exception on shutdown when running asset registry with threads disabled. #jira UE-41951 Change 3309389 on 2017/02/17 by Ben.Zeigler #jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node Change 3309570 on 2017/02/17 by Gil.Gribb UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4. Change 3310039 on 2017/02/17 by Ben.Marsh BuildGraph: Prevent exception when trying to delete a file that does not exist. Change 3311484 on 2017/02/20 by Chris.Wood CrashReportProcess crash add retry logic improvements (CRP v1.2.16) Change 3311600 on 2017/02/20 by Matthew.Griffin Updated StripSymbols functions so that all platforms can deal with the source and target file being the same Change 3311675 on 2017/02/20 by Steve.Robb FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack. Change 3311893 on 2017/02/20 by Ben.Marsh UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines. Change 3313966 on 2017/02/21 by Ben.Marsh Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too. Change 3314398 on 2017/02/21 by Ben.Zeigler #jira UE-42212 Fix shutdown of AnimGraph module to be safer [CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
if(Badge.Change != 0)
{
JsonWriter.WriteValue("Change", Badge.Change);
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2972140) ========================== MAJOR FEATURES + CHANGES ========================== Change 2959679 on 2016/04/28 by Ben.Marsh UGS: Show the original author for changes with a #ROBOMERGE-AUTHOR tag. Change 2959695 on 2016/04/28 by Ben.Marsh UGS: Only filter out changes from by buildmachine that contain the string "CIS Counter". Change 2960798 on 2016/04/29 by Ben.Marsh Remove C++ version of ParallelExecutor. Now implemented in C# as part of UAT. Change 2960928 on 2016/04/29 by Ben.Marsh UGS: Change filter for buildmachine changes to only include rebuilt lightmaps. Change 2963214 on 2016/05/02 by Ben.Marsh BuildGraph: Allow specifying optional dependencies for a node, indicating that the build products from an upstream node are desired, but should not block the node from running. Change 2964454 on 2016/05/03 by Ben.Marsh Change PostBuildInfoTool to PostBadgeStatus, and add position-independent argument parsing. Change 2964533 on 2016/05/03 by Ben.Marsh BuildGraph: Add the ability to generate summary badges from BuildGraph scripts, which can be pushed into a separate database for consumption by UGS. Change 2964852 on 2016/05/03 by Ben.Marsh BuildGraph: Add a task which can submit a set of files to Perforce, optionally creating and using a different workspace to do so. Change 2966856 on 2016/05/04 by Ben.Marsh EC: Allow specifying a filter for the changes considered when looking for the most recent change. Allows filtering out content changes for UGS builds, code-only builds, etc... Change 2966867 on 2016/05/04 by Ben.Marsh EC: Restore code to always set time in CIS state; we never want large builds to trigger off their defined interval. Change 2967504 on 2016/05/05 by Ben.Marsh UAT: Make sure the intermediate directory exists before writing out the list of changes in StreamCopyDescription. Change 2967778 on 2016/05/05 by Ben.Marsh UAT: Detect the P4 environment by querying Perforce for the setting of P4PORT, rather than assuming it's set in an environment variable. Windows stores this setting in the registry rather than the environment, but it's also valid to be set via P4CONFIG. Change 2967815 on 2016/05/05 by Ben.Marsh EC: Copy the initial resource pool setting from the stream settings into an EC property Change 2967873 on 2016/05/05 by Ben.Marsh EC: Allow stream settings to be stored directly in /GUBP_V5/Streams/ rather than having to be in a child property sheet. Change 2969294 on 2016/05/06 by Ben.Marsh EC: Extend ConformResources command to allow updating the pools that resources are assigned to, and to limit the number of machines which are syncing at once. Also added new EC procedure to allow specifying these arguments. Change 2969371 on 2016/05/06 by Ben.Marsh EC: Allow overriding the stream and workspace identifier synced by the builders. Overriding the stream allows syncing a narrower view of files (eg. Dev-Main vs Main), and overriding the workspace identifier allows sharing a workspace between two streams. Change 2970623 on 2016/05/09 by Ben.Marsh UAT: Prevent Ctrl-C handler delegate from being garbage collected and failing to be triggered. Change 2970627 on 2016/05/09 by Ben.Marsh UAT: Don't limit the list of valid target platforms specified on the command line to just those that we have initialized. Ignoring the platform if the SDK is not installed is never what the user wants. Change 2972140 on 2016/05/10 by Ben.Marsh Change 'Engine, Tools and Monolithics' to include QAGame and Template editors, but exclude everything downstream of a trigger. #lockdown Nick.Penwarden [CL 2972146 by Ben Marsh in Main branch]
2016-05-10 08:49:41 -04:00
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
JsonWriter.WriteValue("DirectDependencies", String.Join(";", DirectDependencies.Select(x => x.Name)));
JsonWriter.WriteObjectEnd();
}
}
JsonWriter.WriteArrayEnd();
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
// Write all the triggers and reports.
JsonWriter.WriteArrayStart("Reports");
foreach (Report Report in NameToReport.Values)
{
Node[] Dependencies = Report.Nodes.Where(x => NodesToExecute.Contains(x) && x.ControllingTrigger == Trigger).ToArray();
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
if (Dependencies.Length > 0)
{
// Reduce that list to the smallest subset of direct dependencies
HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
foreach (Node Dependency in Dependencies)
{
DirectDependencies.ExceptWith(Dependency.OrderDependencies);
}
JsonWriter.WriteObjectStart();
JsonWriter.WriteValue("Name", Report.Name);
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
JsonWriter.WriteValue("DirectDependencies", String.Join(";", DirectDependencies.Select(x => x.Name)));
JsonWriter.WriteValue("Notify", String.Join(";", Report.NotifyUsers));
JsonWriter.WriteValue("IsTrigger", false);
JsonWriter.WriteObjectEnd();
}
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
foreach (ManualTrigger DownstreamTrigger in NameToTrigger.Values)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
if(DownstreamTrigger.Parent == Trigger)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
// Find all the nodes that this trigger is dependent on
HashSet<Node> Dependencies = new HashSet<Node>();
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
foreach(Node NodeToExecute in NodesToExecute)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
if(NodeToExecute.IsBehind(DownstreamTrigger))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
Dependencies.UnionWith(NodeToExecute.OrderDependencies.Where(x => x.ControllingTrigger == Trigger));
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
// Reduce that list to the smallest subset of direct dependencies
HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
foreach(Node Dependency in Dependencies)
{
Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2927181 on 2016/03/29 by Dmitry.Rekman (Optionally) exclude idle time from server FPS charts. - Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers). - Server FPS charts analytics events and log output will include the information if idle time was excluded. - Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log. #rb Paul.Moore #codereview Paul.Moore, Michael.Noland #tests Ran Linux server and Windows client on compatible content. Change 2927084 on 2016/03/29 by Ben.Marsh BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately. #rb none #tests none Change 2927060 on 2016/03/29 by Michael.Noland Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter) Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup) #rb marcus.wassmer #tests Ran and did some fps charts Change 2927048 on 2016/03/29 by Michael.Noland HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD) #tests Compiled and ran Paragon #rb marcus.wassmer Change 2926920 on 2016/03/29 by Ben.Marsh BuildGraph: Update schema with Rename task. Change 2926911 on 2016/03/29 by Ben.Marsh BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/> #rb none #tests none Change 2926908 on 2016/03/29 by Andrew.Grant Fix for CDO properties of renamed blueprints not being applied #rb none #tests loaded Origin map (renamed from Playgo3) and verified properties are applied. Change 2926799 on 2016/03/29 by Jason.Bestimt #ORION_DG - Merge MAIN (23) @ CL# 2926780 #RB:none #Tests:none Change 2926663 on 2016/03/29 by david.nikdel #ROBOMERGE-OBO: jason.bestimt #ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662 #ROBOMERGE-BOT: ORION (Main -> Dev-General) #ORION_23 - Potential fix for Cook failures "Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd." #RB:none #Tests: none [CodeReviewed]: andrew.grant, dan.oconnor Change 2926510 on 2016/03/29 by Andrew.Grant Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock) #rb none #tests compiled Change 2926495 on 2016/03/29 by Rob.Cannaday Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it #jira FORT-18947 #jira OR-17695 #tests golden path #rb eric.newman Change 2926427 on 2016/03/29 by Josh.Markiewicz #UE4 - fixed typo #rb none #tests none Change 2926250 on 2016/03/29 by Martin.Mittring fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect #rb:Chris.Bunner #codereview:Brian.Karis Change 2926224 on 2016/03/29 by Daniel.Lamb Fix for potenital threading issue with Console manager removing vars which could cause double free. #rb Robert.Manuszewski #test Orion cook Change 2926174 on 2016/03/29 by Gareth.Martin Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people #rb #tests editor Change 2925968 on 2016/03/29 by David.Nikdel #MCP #OSS - Read RedirectUrl from ini #RB: Eric.Newman #TESTS: compiled in another branch (merge over) #ROBOMERGE: Main [CL 2929424 by Andrew Grant in Main branch]
2016-03-31 15:18:30 -04:00
DirectDependencies.ExceptWith(Dependency.OrderDependencies);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
// Write out the object
JsonWriter.WriteObjectStart();
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
JsonWriter.WriteValue("Name", DownstreamTrigger.Name);
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
JsonWriter.WriteValue("DirectDependencies", String.Join(";", Dependencies.Where(x => DirectDependencies.Contains(x)).Select(x => x.Name)));
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
JsonWriter.WriteValue("Notify", String.Join(";", DownstreamTrigger.NotifyUsers));
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
JsonWriter.WriteValue("IsTrigger", true);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
JsonWriter.WriteObjectEnd();
}
}
JsonWriter.WriteArrayEnd();
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 2959429) ========================== MAJOR FEATURES + CHANGES ========================== Change 2945275 on 2016/04/15 by Ben.Marsh BuildCommonTools: Stop forcing the DeleteBuildProducts flag to true; just respect the -Clean parameter from the command line. Change 2946668 on 2016/04/18 by Ben.Marsh EC: Prevent lookbehind for UBT error strings on Mac. Change 2952657 on 2016/04/22 by Ben.Marsh UGS: Require the user to explicitly choose to show *.uprojectdirs files, to discourage people from selecting the first thing they see in a synced branch. The uprojectdirs workflow is only used by Engine QA, but catches a lot of people out. Change 2954256 on 2016/04/25 by Ben.Marsh EC: Fix lines starting with error: and warning: being swallowed by the postprocessor. Also remove confusing 4 line look-behind on generic error and warning messages. Change 2954449 on 2016/04/25 by Ben.Marsh Use the original application name for log files (and for the prefix in stdout), rather than the application name after the host platform has modified it. Prevents UAT/UBT calls showing up with a "mono: " prefix on Mac, rather than "AutomationTool:" or "UnrealBuildTool:". Change 2955885 on 2016/04/26 by Ben.Marsh BuildGraph: Allow passing -Clean on the command line to propagate to UE4Build, impacting how targets are compiled as well as clearing the cached BuildGraph state. Add a second parameter, -ClearHistory, to just wipe the history of completed nodes. Change 2955919 on 2016/04/26 by Chad.Garyet Fixed timestamp resolution to check for two seconds instead of two ticks. This was causing mac builders to throw false positives on file changes Change 2956118 on 2016/04/26 by Ben.Marsh BuildGraph: Add support for conditional blocks in BuildGraph scripts, either with a simple condition, or picking from a list of options. Two new elements can be added anywhere in scripts: <Do If="..."> <!-- Inner elements --> </Do> <Choose> <Option If="..."> <!-- Inner elements --> </Option> <Option If="..."> <!-- Inner elements --> </Option> <Otherwise> <!-- Inner elements --> </Otherwise> </Choose> Change 2956792 on 2016/04/26 by Ben.Marsh EC: Prevent scheduled builds being queued up, and starting at times other than the times they're scheduled for. Prevents builds which have just been added to the stream settings from starting immediately, and prevents full builds starting during the day (as soon as the first change is made). Change 2957131 on 2016/04/26 by Ben.Marsh EC: Increase the precedence of the stack trace matcher. Change 2957419 on 2016/04/27 by Ben.Marsh EC: Skip the "end: stack for UAT" line in postp. Change 2957588 on 2016/04/27 by Ben.Marsh Core: Change formatting for callstacks for crashes and ensures so that EC can parse them from logs more easily. Change 2958047 on 2016/04/27 by Ben.Marsh BuildGraph: Feature to generate reports as part of build graph scripts. Reports operate similarly to triggers, but just provide a summary of completed jobsteps without offering to run a downstream job. Syntax is similar to declaring aggregates: <Report Name="Summary" Requires="Node1;Node2"/> Change 2958188 on 2016/04/27 by Ben.Marsh BuildGraph: Automatically generate a report when a preflight completes. Change 2959053 on 2016/04/28 by Ben.Marsh BuildGraph: Move the CleanTempStorage commandlet into BuildGraph, and add support for cleaning out new-style temp storage directories (which do not contain TempManifest files). Change 2959429 on 2016/04/28 by Ben.Marsh UAT: Add a script to describe a stream being copied up to its parent. To use, just run the UAT command "StreamCopyDescription -Stream=//UE4/Dev-Build". Optionally specify -Changes=//UE4/OtherStream/Engine/... #lockdown Nick.Penwarden [CL 2959583 by Ben Marsh in Main branch]
2016-04-28 14:13:21 -04:00
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
JsonWriter.WriteObjectEnd();
}
}
/// <summary>
/// Print the contents of the graph
/// </summary>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3079316 on 2016/08/05 by Ben.Marsh Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header. Change 3080579 on 2016/08/08 by Ben.Marsh Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h. Change 3080587 on 2016/08/08 by Ben.Marsh StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h. Change 3080789 on 2016/08/08 by Ben.Marsh Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them. Change 3080815 on 2016/08/08 by Ben.Marsh BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information. Change 3081374 on 2016/08/08 by Ben.Marsh UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment. Change 3083152 on 2016/08/09 by Ben.Marsh PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous) Change 3084039 on 2016/08/10 by Ben.Marsh BuildGraph: Add additional markup for parameter attributes. Also improve some documation. Change 3084240 on 2016/08/10 by Ben.Marsh Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times. Change 3084337 on 2016/08/10 by Ben.Marsh UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense. Change 3085594 on 2016/08/11 by Ben.Marsh Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now. Change 3085999 on 2016/08/11 by Ben.Marsh Add some missing #pragma once directives. Change 3086146 on 2016/08/11 by Ben.Marsh Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file. Change 3086172 on 2016/08/11 by Ben.Marsh Fixup some C-style header guards to use #pragma once instead. Change 3087289 on 2016/08/12 by Ben.Marsh Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files) Change 3087310 on 2016/08/12 by Ben.Marsh Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module. Change 3087341 on 2016/08/12 by Ben.Marsh UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included. Change 3087457 on 2016/08/12 by Ben.Marsh Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h). Change 3088407 on 2016/08/13 by Ben.Marsh Replace use of Windows SIZE_T define with the regular C++ size_t. Change 3088416 on 2016/08/13 by Ben.Marsh Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything. Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH. Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included. Change 3088544 on 2016/08/14 by Ben.Marsh Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it. Change 3088552 on 2016/08/14 by Ben.Marsh Fix compile errors for some modules that don't already include CoreUObject.h. Change 3088925 on 2016/08/15 by Ben.Marsh Remove circular include dependencies from VulkanRHI. Change 3088926 on 2016/08/15 by Ben.Marsh Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead. Change 3088930 on 2016/08/15 by Ben.Marsh Remove circular include dependency from PhysX. Change 3088935 on 2016/08/15 by Ben.Marsh OnlineSubsystemUtils: Move CPP files out of public header directory. Change 3088965 on 2016/08/15 by Ben.Marsh Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules. Change 3088966 on 2016/08/15 by Ben.Marsh Engine: Move CPP files out of public header directories. Change 3089520 on 2016/08/15 by Ben.Marsh BuildGraph: Change documentation command to output markdown. Change 3090299 on 2016/08/16 by Ben.Marsh D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation. Change 3090303 on 2016/08/16 by Ben.Marsh Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue. Change 3091861 on 2016/08/17 by Ben.Marsh Remove circular header dependencies, and fix ambiguous include paths in OSVR. Change 3092068 on 2016/08/17 by Ben.Marsh Moving VulkanDynamicRHI into its own header. Change 3093133 on 2016/08/18 by Ben.Marsh EC: Include additional context lines for Clang errors. Change 3093147 on 2016/08/18 by Ben.Marsh UBT: Add an error message when attempting to do a single-file compile with the wrong target selected. Change 3093228 on 2016/08/18 by Ben.Marsh Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config. [CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00
/// <param name="CompletedNodes">Set of nodes which are already complete</param>
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
/// <param name="PrintOptions">Options for how to print the graph</param>
public void Print(HashSet<Node> CompletedNodes, GraphPrintOptions PrintOptions)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
// Print the options
if((PrintOptions & GraphPrintOptions.ShowCommandLineOptions) != 0)
{
// Get the list of messages
List<string> Messages = new List<string>();
foreach(GraphOption Option in Options)
{
StringBuilder Message = new StringBuilder();
Message.AppendFormat("-set:{0}=... {1}", Option.Name, Option.Description);
if(!String.IsNullOrEmpty(Option.DefaultValue))
{
Message.AppendFormat(" (Default: {0})", Option.DefaultValue);
}
Messages.Add(Message.ToString());
}
// Format them to the log
if(Messages.Count > 0)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation("");
CommandUtils.LogInformation("Options:");
CommandUtils.LogInformation("");
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
foreach(string Line in CommandUtils.FormatParams(Messages, 4, 24))
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(Line);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
}
}
}
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
// Get a list of all the triggers, including the null global one
List<ManualTrigger> AllTriggers = new List<ManualTrigger>();
AllTriggers.Add(null);
AllTriggers.AddRange(NameToTrigger.Values.OrderBy(x => x.QualifiedName));
// Output all the triggers in order
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation("");
CommandUtils.LogInformation("Graph:");
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
foreach(ManualTrigger Trigger in AllTriggers)
{
// Filter everything by this trigger
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
Dictionary<Agent, Node[]> FilteredAgentToNodes = new Dictionary<Agent,Node[]>();
foreach(Agent Agent in Agents)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
Node[] Nodes = Agent.Nodes.Where(x => x.ControllingTrigger == Trigger).ToArray();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
if(Nodes.Length > 0)
{
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
FilteredAgentToNodes[Agent] = Nodes;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
// Skip this trigger if there's nothing to display
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
if(FilteredAgentToNodes.Count == 0)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
continue;
}
// Print the trigger name
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(" Trigger: {0}", (Trigger == null)? "None" : Trigger.QualifiedName);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
if(Trigger != null && PrintOptions.HasFlag(GraphPrintOptions.ShowNotifications))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
foreach(string User in Trigger.NotifyUsers)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(" notify> {0}", User);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
// Output all the agents for this trigger
foreach(Agent Agent in Agents)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Node[] Nodes;
Copying //UE4/Dev-Build to //UE4/Main (Source: //UE4/Dev-Build @ 2944521) ========================== MAJOR FEATURES + CHANGES ========================== Change 2909886 on 2016/03/15 by Matthew.Griffin Adding a build exception to give a message instead of crashing when trying to generate all project files from an installed build. Change 2911727 on 2016/03/16 by Matthew.Griffin Added Platform Type and Architecture to Installed Platform Info Reworked the different IsValid... functions to use lamdas to reduce duplicated code looping and checking receipts Moved the code to write config file entries into InstalledPlatformInfo so that it can be reused by anyone wanting to make installed builds Added temporary hack to write Android architecture until I can get it from build process Change 2913692 on 2016/03/17 by Ben.Marsh UAT: Move script to archive a build for UGS into a public folder. Change 2915445 on 2016/03/18 by Ben.Marsh UAT: Reduce the number of redundant log warnings/errors after a reported build failure, and simplify calls to ParallelExecutor which don't need retrying. Change 2915450 on 2016/03/18 by Ben.Marsh UAT: Suppress warning messages trying to kill child processes if the operation failed because it's already exited. Change 2925830 on 2016/03/29 by Matthew.Griffin Added new selective download tags Added a test for whether installed platforms are missing required files so that we can try to open the launcher to the installer settings Change 2926437 on 2016/03/29 by Ben.Marsh PR #2210: Fix "Rebuild.bat" for paths with parentheses (Contributed by amcofi) Change 2927399 on 2016/03/30 by Matthew.Griffin Updating use of PDBCopy to look in VS2015 folder and fall back to VS2013 version if it doesn't exist. Change 2933093 on 2016/04/05 by Ben.Marsh PR #2232: Updated copyright text to 2016 (Contributed by erikbye) Change 2936221 on 2016/04/07 by Matthew.Griffin Adding checks on architecture for android config options Change 2938021 on 2016/04/08 by Ben.Marsh UAT: Prevent UnauthorizedAccessException when enumerating crash files on Mac from a restricted user account. Change 2939332 on 2016/04/11 by Matthew.Griffin Added AdditionalBundleResources to external file list so that they should be included in Launcher releases Change 2939767 on 2016/04/11 by Ben.Marsh BuildGraph: Add a -preprocess option, which will cause the preprocessed and culled graph out to an XML file for debugging. Change 2941611 on 2016/04/12 by Ben.Marsh UAT: Prevent warning about commands requiring P4 if -p4 is specified on the command line. Change 2942037 on 2016/04/13 by Ben.Marsh UBT: Only print 'Detailed Action Stats' message footer if there were any detailed action stats. Change 2942640 on 2016/04/13 by Ben.Marsh GUBP: Trigger GitHub promotions by triggering a new procedure rather than scanning for labels. Change 2942728 on 2016/04/13 by Ben.Marsh BuildGraph: Rename "AgentGroup" to "Agent" for consistency with XML. Change 2942735 on 2016/04/13 by Ben.Marsh BuildGraph: Few renames to match class names (Build.cs -> BuildGraph.cs, AgentGroup.cs -> Agent.cs) Change 2943568 on 2016/04/14 by Ben.Marsh EC: Print out the log folder at the start of each job. Change 2944421 on 2016/04/14 by Ben.Marsh EC: Add GitHub dashboard page which shows the current syncing state #lockdown Nick.Penwarden [CL 2944733 by Ben Marsh in Main branch]
2016-04-14 20:35:31 -04:00
if(FilteredAgentToNodes.TryGetValue(Agent, out Nodes))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(" Agent: {0} ({1})", Agent.Name, String.Join(";", Agent.PossibleTypes));
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
foreach(Node Node in Nodes)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
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CommandUtils.LogInformation(" Node: {0}{1}", Node.Name, CompletedNodes.Contains(Node)? " (completed)" : Node.bRunEarly? " (early)" : "");
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
if(PrintOptions.HasFlag(GraphPrintOptions.ShowDependencies))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
HashSet<Node> InputDependencies = new HashSet<Node>(Node.GetDirectInputDependencies());
foreach(Node InputDependency in InputDependencies)
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(" input> {0}", InputDependency.Name);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
HashSet<Node> OrderDependencies = new HashSet<Node>(Node.GetDirectOrderDependencies());
foreach(Node OrderDependency in OrderDependencies.Except(InputDependencies))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(" after> {0}", OrderDependency.Name);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3058348) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change 3049922 on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change 3051522 on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
2016-07-20 20:25:02 -04:00
if(PrintOptions.HasFlag(GraphPrintOptions.ShowNotifications))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
string Label = Node.bNotifyOnWarnings? "warnings" : "errors";
foreach(string User in Node.NotifyUsers)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(" {0}> {1}", Label, User);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
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foreach(string Submitter in Node.NotifySubmitters)
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Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(" {0}> submitters to {1}", Label, Submitter);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
}
}
}
}
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation("");
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
// Print out all the non-empty aggregates
string[] AggregateNames = AggregateNameToNodes.Where(x => x.Value.Length > 0).Select(x => x.Key).OrderBy(x => x).ToArray();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
if(AggregateNames.Length > 0)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation("Aggregates:");
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
foreach(string AggregateName in AggregateNames)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
2018-08-14 18:32:34 -04:00
CommandUtils.LogInformation(" {0}", AggregateName);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4285612) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3836829 by Ben.Marsh UBT: Fix ability to precompile plugins from installed engine builds. Change 3839519 by Ben.Marsh UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data. Change 4042043 by Steve.Robb GitHub #4705 : Added weak lambda's for delegates and multicast delegates. Change 4042056 by Robert.Manuszewski Optimized Mark Phase of GC by up to 10ms by making it run in parallel and removing a huge array presize which we didn't need. Change 4042104 by Robert.Manuszewski Set the minimum GC cluster size to 5 so that GC doesn't have to process micro clusters which are more expensive than processing individual objects + Exposed the minimum cluster size to ini and project settings as gc.MinGCClusterSize + Added the ability to sort clusters by name/object count/mutable object count/referenced clusters count when dumping them with gc.ListClusters command Change 4042377 by Robert.Manuszewski Reworked how GC and other threads (ALT specifically) interact - GC will now notify the ALT it wants to run and ALT will immediately try to finish its current work to allow that. Also the entire ALT tick is now protected against GC running at the same time to improve ALT stability. + added gc.ForceCollectGarbageEveryFrame console variable that triggers a forced GC every frame Change 4042427 by Robert.Manuszewski Changed FGCCSyncObject to use events when waiting for GC to finish so that it doesn't spin on non-game threads when GC is running Change 4042482 by Robert.Manuszewski Unhashing unreachable objects (ConditionalBeginDestroy) will now also be done incrementally, just like the purge phase of Garbage Collection Change 4042635 by Robert.Manuszewski Fix for a potential assert when incremental purge garbage is pending and something forces a full purge Change 4044092 by Steve.Robb Fix for forward declared CoreUObject weakobject types in delegates when building in Clang. Change 4044102 by Robert.Manuszewski Fix for a possible hang when worker threads are preventing GC from running and something is later trying to FlushAsyncLoading with the Async Loading Thread enabled Change 4044113 by Steve.Robb Another Clang fix. Change 4044160 by Robert.Manuszewski Disregard For GC pool will now be enabled by default in cooked builds Change 4044287 by Steve.Robb Typo fix. Change 4047723 by Graeme.Thornton TBA: Fixes for import/export name cache and object resolving Change 4048015 by Graeme.Thornton TBA: Weak/Soft/Lazy pointer serialization changes * Remove FWeakObjectPtr::Serialize, move it's logic into, and replace usages of with calls to, FArchiveUObject::SerializeWeakObjectPtr(). Ensures that something is always sent to the archive so that structured archives can be kept happy in the future. * Added Weak/Soft/Lazy pointer handling to the structured archive slot interface and all the formatters. Binary formatters just forward the call onto their inner and text archives store as a string path reference. * FArchiveUObjectFromStructuredArchive caches all these pointer types and stores indices in the binary block, same as with a UObject*. All pointers are then forwarded to the underlying formatter in one go on finalization. Change 4048021 by Steve.Robb Fix for binding an unbound TFunction to another TFunction with a different signature. Also all null pointers now count as unbindings, not just nullptr. TIsMemberPointer added. TIsATFunction and TIsATFunctionRef renamed to remove the 'A's. Change 4048544 by Robert.Manuszewski Fixing ConditionalBeginDestroy profiling after changes to incremental CBD. Change 4051028 by Graeme.Thornton TBA: ArchiveFromStructuredArchive adapter uses Inner to determine if it is outputting to text, and sets it's own ArIsTextFormat to false Change 4051056 by Graeme.Thornton TBA: High level tagged property / UObject base class text serialization - UObject serialize converted to structured archive - Properties written to text individually with text tags, and then binary adapted values - Only saves, doesn't load Change 4051111 by Graeme.Thornton TBA: Temporarily disable loading of text assets until tagged property serialization path is fixed up Change 4051154 by Graeme.Thornton TBA: Convert a few uobject serializers to structured archive format for example purposes Change 4051181 by Graeme.Thornton TBA: Added default structured archive implementation of SerializeItem to UProperty, which just calls the FArchive version on an FArchiveUObjectFromStructuredArchive adapter. Implemented structured archive SerializeItem for UArrayProperty Change 4051197 by Graeme.Thornton TBA: ObjectProperty text serialization Change 4051216 by Graeme.Thornton Restored a modified FWeakObjectPtr::Serialize function to keep backwards compatibility in code I don't have access to. Change 4051261 by Graeme.Thornton TBA: Convert UMetaData to structured archive Change 4051374 by Steve.Robb Incorrect assert removed. Change 4051562 by Robert.Manuszewski Adding stats for the new GC internal functions Change 4051614 by Graeme.Thornton TBA: Removed UProperty::SerializeItem(FArchive, ...) and replaced with UProperty::SerializeItem(FStructuredArchive::FSlot, ...). Fixed up most of them to work properly and added adapters in for any that were non-trivial. Change 4052512 by Graeme.Thornton TBA: Temporary workaround for softobjectptr and lazyobjectptr uproperties not serialization anything when they know the archive is a reference collector. They should always be serializing their pointers and letting the underlying archive itself ignore them. Change 4053917 by Robert.Manuszewski Clustered objects from clusters that are no longer reachable will now be marked as unreachable immediately when gathering unreachable objects Change 4053919 by Robert.Manuszewski Added the ability to disable incremental BeginDestroy in ini/project settings Change 4055518 by Daniel.Lamb Fixup for deterministic audio generation issue. Submitted on behalf of Rich.Whitehouse #jira nojira #test prefilght automated test. Change 4056854 by Graeme.Thornton TBA: Added a test asset to EngineTest which contains all the different property types and test cases. Change 4056858 by Graeme.Thornton TBA: Updated USetProperty to proper structured archive usage Change 4056872 by Graeme.Thornton TBA: Add map property field to test object Change 4056873 by Graeme.Thornton TBA: Convert UMapProperty to full structured archive Change 4056994 by Graeme.Thornton TBA: Converted FText over to structured archive. Implemented saving, but not loading. Change 4059728 by Ben.Marsh UBT: Add support for using adaptive non-unity builds when the engine and project are in separate repositories. Change 4059805 by Graeme.Thornton Fixed typo in text serialization. Fixes CIS automation test errors Change 4060007 by Graeme.Thornton TBA: FArchiveFromStructuredArchive will now access it's host slot lazily, i.e. only when a value is actually written to the archive. Change 4060092 by Stefan.Boberg Added optimized Windows console window output path to GenericConsoleOutput since this slowed down cooking considerably (2 minutes spent in wprintf alone for one large dataset) When stdout is attached to a console we use the WriteConsoleW function instead of wprintf since the latter is very slow especially in unbuffered mode which the engine currently configures for stdout (see setvbuf call in LaunchEngineLoop.cpp). At some point we should reconsider this buffering policy since it's likely to slow down other platforms as well but I wanted to do a safe change for now as I don't yet fully understand why the setvbuf call is there in the first place. Change 4060108 by Stefan.Boberg Introduced some additional target platform utilities to help with asset cook optimizations * We now assign each ITargetPlatform a zero-based ordinal value * Introduced FTargetPlatform and FTargetPlatformSet types to help store platform references and platform sets efficiently. These are not currently used in the engine but are designed to replace the existing ITargetPlatform/string/FName representations in the cooking data structures. Change 4060143 by Graeme.Thornton Undo //UE4/Dev-Core/Engine/Source/Runtime/... changelist 4060007 Needs some other changes that I haven't checked in yet... Change 4062432 by Ben.Marsh Fix error message when enumerating P4 changes. Change 4062648 by Ben.Marsh Add missing p4 integration action. Change 4063620 by Graeme.Thornton Integrated a fix from UDN where the engine would crash when trying to load a very small encrypted file (<16bytes) from a pak file, where the read address wasn't already aligned to the AES block size. (https://udn.unrealengine.com/questions/431989/crash-while-reading-a-very-small-file-in-encrypted.html) Change 4066963 by Robert.Manuszewski Fixing GC cluster verification code reporting false positives when a cluster is referencing another cluster through 'mutable' objects list. Change 4067133 by Robert.Manuszewski Changed log verbosity when reporting individual cases of GC cluster assumption violations as they are followed by an asser anyway and this way we get the chance to see all issues before we assert at the end of these checks. Change 4067443 by Steve.Robb FString can now be constructed from any char pointer type and length. Change 4068156 by Steve.Robb Fix necessary because of FString constructor change in CL# 4067443. Change 4070258 by Graeme.Thornton Fixes for VSCode Change 4070372 by Graeme.Thornton TBA: Script struct serialization to structured archives Change 4071913 by Ben.Marsh Move bulk of the code for UnrealPak into an engine developer module, so it can be used in the editor. Change 4071914 by Ben.Marsh Missing files. Change 4071937 by Ben.Marsh Missing header. Change 4072015 by Ben.Marsh Fixes for compiling PakFileUtilities as part of the editor. Change 4072826 by Steve.Robb TBitArray::Reserve() added. TBitArray::Add() overloaded to allow adding multiple bits. TSparseArray::Reserve() optimized to call the overloaded Add(). Change 4073271 by Daniel.Lamb Fixed add patch tier in project launcher passing the wrong commandline option to UAT. #test none Change 4074708 by James.Hopkin #core Removed redundant Casts Change 4074763 by Steve.Robb Fix for TSparseArray::Reserve() size. Change 4076063 by Ben.Marsh Add an "UnrealPak" commandlet with the same functionality as the standalone UnrealPak program. Invoke by running the editor with -run=UnrealPak and the standard UnrealPak commandline options. Change 4077064 by Robert.Manuszewski Fixing compile error in PakFileUtilities Change 4077144 by Graeme.Thornton TBA: TextAssetCommandlet improvements * Collect lists of broken assets during roundtrip tests and print a summary of packages that failed each phase at the end * After resaving as text, load the file back as a plain JSON hierarchy to ensure the output was valid Change 4077412 by Ben.Marsh Set the correct exit code for UnrealPak. Should return 0 on success, not 1. Change 4077760 by Graeme.Thornton TBA: Loading fixed for tagged property serialization Includes conversion of all UProperty::ConvertFromType() and SerializeFromMismatchedTag() functions to use structured archives Lazy initialization of FArchiveFromStructruredArchive when loading, to support the possibility of an adapter being create around an object property serialize call to its inner UStruct, which then decides not to do anything and return false. Stops the ArchiveFromStructuredArchive from consuming the slot and getting upset later on when we try to serialize normal tagged properties from it. Disabled lazy bulk data loading from text assets. Requires a bigger change to make it work. Added some debug checks to json input formatter which track the current value stack size when a new object is pushed onto the stack, and makes sure that the stack has returned to the same size when the object is popped. Catches cases where we unpack an array/stream to the value stack but then don't consume all the items. Change 4078800 by Ben.Marsh Change UAT to using the editor's UnrealPak commandlet rather than invoking the standalone UnrealPak executable. To improve performance when building several PAK files, also add a new -batch=<file> command which reads commands to execute in parallel from a text file. Change 4079745 by Graeme.Thornton TBA: Migrated a couple of UObject Serialize functions to FStructuredArchive (SoundCue / MaterialExpressions / Editor strip flags) Change 4079847 by Graeme.Thornton TBA: Add 'FindMismatchedSerializers' mode to text asset commandlet, which dumps out a list of all UClasses which don't have the CLASS_MatchedSerializers flag, meaning we can't guarantee the have Serialize functions for FArchive AND FStructuredArchive, therefore we can't use the new structured archive based serialize path. Should only ever be native instrinsic classes as UHT takes care of all other cases. Change 4079925 by Ben.Marsh Fix incorrect assignment when deriving name for chunked pak file. Change 4080214 by Ben.Marsh Move the ThreadPoolWorkQueue class into DotNETUtilities so it can be used by other projects. Change 4082394 by Graeme.Thornton CIS fix for variable shadowing warning Change 4082583 by Ben.Marsh Add a IBinarySerializable interface for types that support reading from a BinaryReader and writing to a BinaryWriter. Implementing IBinarySerializable implies a constructor taking a BinaryReader argument is available for deserializing. Change 4082652 by Ben.Marsh Fix FileReference.Directory not returning a directory with a trailing backslash for files in the root directory. Change 4082755 by Graeme.Thornton Fixed an erroneous usage of TUniquePtr<uint8>as a pointer to a uint8 array when creating pak files. Caused a crash when compression was enabled, and has probably surfaced because pak generation is now done by an editor commandlet rather than a standalone program. Change 4082756 by Graeme.Thornton Fixed some incorrect documentation for pakfile compressed chunk headers Change 4082883 by Graeme.Thornton Static analysis warning fix Change 4082912 by Ben.Marsh Move ExceptionUtils into DotNETUtilities. Change 4085291 by Graeme.Thornton TBA: In the Json output formatter, write float and double values out with enough precision for successful roundtripping. Added some debug only code which will immediately reconvert the string back to its original value and compare the the input Change 4085523 by Graeme.Thornton TBA: Remove only explicit usage of DECLARE_FSTRUCTUREDARCHIVE_SERIALIZER. Should only be used from UHT generated code. Change 4086037 by Robert.Manuszewski Fix for a potential race condition when two threads want to acquire GC lock Change 4088655 by Graeme.Thornton Pak creation now uses the bEnablePakSigning setting from the crypto config json file Change 4091474 by Steve.Robb Fix for TStaticBitArray::FindFirstSetBit() and TStaticBitArray::FindFirstClearBit(). Unused variables removed. Change 4093632 by Steve.Robb CIS fixes. Change 4093656 by Graeme.Thornton Build fix Change 4093744 by Ben.Marsh Allow per-chunk settings for whether to enable compression in UnrealPak. Change 4099712 by Gil.Gribb UE4 - Fixed rare case where insufficient space was preallocated for cooldown ticks. #jira UE-59686 Change 4099912 by Stefan.Boberg Cooking timer optimizations: - Replaced data structures for FScopeTimer and FHierarchicalTimerInfo. Previous implementation used FString for many things and caused *lots* of heap and string concatenation activity. Replaced with a compile-time node id (using __COUNTER__) and raw string literals. - Removed PERPACKAGE_TIMER support (was disabled by default and was difficult to test) - Made it possible to toggle OUTPUT_TIMING and ENABLE_COOK_STATS independently - Removed some extremely tight timers because the overhead from calling QPC significantly exceeded the measured code This change shaved some 15% off a clean cook of Fortnite WindowsClient (en) with fully populated local DDC Change 4100519 by Stefan.Boberg Quick fix for Linux build issue introduced in 4099927 Change 4105327 by Stefan.Boberg Cooker: Changed FHierarchicalTimerInfo so it uses a linked list for tracking child nodes, to be able to deal with any child count. Previously we assumed there would never be more than 9 children but it turns out there are cooker modes that need more. Fixes check when using -FullLoadAndSave to cook Change 4105448 by Stefan.Boberg - Fixed Linux build warning re: member initialization order - Also eliminated OUTPUT_HIERARCHYTIMERS/CLEAR_HIEARCHYTIMERS macros (plain functions are fine) - Moved finishing-up code for FullLoadAndSave() to TickCookOnTheSide() call site to improve timer output. Previously some of the scopes would not have been closed before printing and thus the output was misleading. Change 4109031 by Ben.Marsh Attribute-driven Perforce wrapper (old Epic Friday project). Offers a more complete implementation than the current P4 wrapper in UAT without requiring any platform-specific libraries. Uses the Python binary output for parsing. Change 4109588 by Ben.Marsh UBT: Add extension methods for serializing a nullable type to a BinaryReader/BinaryWriter. Change 4109595 by Ben.Marsh Missing project file for DotNETUtilities. Change 4110724 by Stefan.Boberg Removed annotation map locking in UObjectMarks, eliminating around one minute (~3.5%) from Fortnite cook time. The locking was redundant since the annotation maps are managed per thread anyway. Change 4111304 by Ben.Marsh UAT: Add support for setting a status message through the log class. Allows writing transient messages (eg. progress messages) which will be cleared out before writing other messages. Best used through the LogStatusScope class, which can set a status message for the duration of a using() block. As part of this change, the console no longer has to be added as a dedicated trace listener. Since we already special-case this listener when formatting log output, it's easier to just keep the implementation separate to the other trace listeners. Change 4112708 by Steve.Robb Fix for TBitArray::MaxBits in assignment. Change 4114133 by Stefan.Boberg Tweaked how low-level memory (LLM) tracker is implemented to reduce overheads. Previously FMemory functions would acquire the LLM singleton and call OnLowLevelFree/OnLowLevelAlloc etc which would check the bIsDisabled flag and early out if it was set. Due to how frequently these functions were called this ended up costing quite a bit. - This change makes the flag a static member variable instead of a member variable and therefore enables a simpler early-out to be implemented. - The singleton getter is also simplified to avoid hitting the threadsafe singleton construction path on every call. - The enable flag is no longer TAtomic - this also incurs extra overhead for no clear benefit Shaves approximately 3.5% (one minute) off a Fortnite cook test scenario (using -FullLoadAndSave) Change 4115010 by Robert.Manuszewski Fixing CIS Change 4115249 by Robert.Manuszewski Fixing async loading code asserts when exiting game very early due to an error #jira UE-56267 Change 4117091 by Ben.Marsh Prevent doubled-up lines when writing status updates with console log verbosity. Change 4117207 by Ben.Marsh UGS: Do not include executables in diagnostics zip file, and ignore "no such files" error when cleaning workspace. Change 4119175 by Ben.Marsh UGS: Fix crash writing version files when directory does not already exist. Change 4119987 by Ben.Marsh UGS: Show a dialog box while the launcher is updating executables from Perforce, which allows cancelling the operation if necessary. Allow setting the username on the settings window, and prompt for login credentials if necessary. Should prevent situations where users have to update settings from the command prompt. Holding down shift during launch now shows the settings dialog rather than an immediate prompt to launch the unstable version (unstable version is shown as a checkbox on this dialog). Change 4119991 by Ben.Marsh Update version number for UGS launcher to 1.13. Change 4121943 by Robert.Manuszewski Don't use FArchiveAsync2 for reading packages with non-async path in editor builds as its performance is worse than the standard archive's (saves about 1 minute when doing larger cooks and 7 seconds when loading into PIE) Change 4122592 by Steve.Robb GitHub #4762 : Improve wording and grammar of Math comments Also includes improved accuracy in FMath::ComputeBoundingSphereForCone(). Change 4122819 by Stefan.Boberg Don't call CreateDirectory redundantly when opening files for writing using FFileManagerGeneric::CreateFileWriter This change avoids calling IPlatformFile::CreateDirectoryTree if possible since this is a very expensive function especially for deep hierarchies as it performs directory creation from the root directory onwards instead of from the leaf downwards. That function should also be fixed but this change improves performance in the meantime. Change 4122872 by Stefan.Boberg CreateDirectoryTree now creates directories leaf-to-root instead of the other way around. This is much more efficient since we don't spend time on system API calls for directories which already exist. This accounted for a very large amount of CPU time in cooking as the full target file directory hierarchy would be "created" for every single output file. Change 4123109 by Stefan.Boberg - Disable overlapped I/O in editor / cooker. Synchronous I/O reduces the number of syscalls and Windows performs prefetching on our behalf anyway for sequential reads - Eliminated syscall which was issued for every write to update cached file size -- since we're the only writers to the file (file access allows read sharing at most) we can authoritatively update the file size on write completion Change 4123455 by Ben.Marsh PR #4775: New build param PCHMemoryAllocationFactor to set /Zm VS build param. (Contributed by lucaswall) Change 4124207 by Ben.Marsh UBT: Remove some unnecessary indirection for generated code paths. Change 4124217 by Ben.Marsh UBT: Remove another unused variable from UEBuildModuleCPP. Change 4124377 by Stefan.Boberg In IPlatformFile::DeleteDirectoryRecursively, attempt to delete file first and if it fails clear the readonly flag and try again Previously there was a call to clear the readonly flag for every deleted file and this is a waste of resources 99% of the time. The SetFileAttributes call accounted for a significant amount of time during cooker sandbox directory deletion Change 4125071 by Stefan.Boberg Some tweaks to FQueuedThreadPoolBase scheduling and memory management - Explicitly pass in false for TArray::RemoveAt(..., bool bAllowShrinking) argument to prevent memory reallocation when arrays are drained and inevitably repopulated shortly afterwards - Use a MRU strategy instead of LRU when picking a thread to wake up. The MRU thread is the most likely to have a 'hot' cache for the stack etc. Picking from the back of the array also happens to be cheaper since no memory movement is necessary when RemoveAt is called. (This was the strategy in place before CL2600362 which seems to have changed it unintentionally) - Release lock as soon as a thread has been chosen, before asking the worker thread to wake up and do the work Change 4126132 by Ben.Marsh UAT: Detect when stdout is redirected and prevent using backspace characters to move the cursor. Change 4126867 by Graeme.Thornton TBA: Fix tagged binary formatter Change 4127010 by Robert.Manuszewski AnimScriptInstances created at runtime will now also be added to the owning omponent's cluster to avoid GC issues. Change 4127932 by Ben.Marsh WorkspaceTool: Reduce unnecessary logging of status messages when console output is not redirected. Change 4129050 by Ben.Marsh UGS: Check for NET Framework 4.5 being installed before running the installer. Also fix warning trying to kill existing UGS instances before upgrade. Change 4129459 by Graeme.Thornton TBA: TextAssetCommandlet - When outputting converted assets to an output path, replicate the workspace relative path in the output directory Change 4129515 by Graeme.Thornton TBA: Add EnterRecord overload that allows outputting of available field names when loading. Change 4129517 by Graeme.Thornton TBA: Tagged properties are written out as named fields on the "Properties" record, rather than as a stream with a null tag at the end Change 4129518 by Graeme.Thornton TBA: Added a local const bool to allow easy hacking out of text asset loading support Change 4129558 by Graeme.Thornton TBA: Build fix for textasset-less configs Change 4129614 by Ben.Marsh UGS: Main window is now restored to normal size when activated by clicking on the tray icon. #jira UE-60490 Change 4129618 by Ben.Marsh UGS: Speculative fix for unreproduced exception accessing disposed window while shutting down. Change 4131936 by Robert.Manuszewski Removing some WIP code accidentally checked in with CL #4121943 Change 4133490 by Ben.Marsh UGS: Allow the $(Change) variable to be used in more places than just the context menu. #jira UE-60573 Change 4133550 by Ben.Marsh UGS: Setting for whether or not to use incremental builds is now exposed through the variable "$(UseIncrementalBuilds)" for use by custom build steps. #jira UE-60554 Change 4133681 by Ben.Marsh UGS: A per-project list of folders and extensions to be deleted by default when running the 'clean workspace' tool can now be specified through the <ProjectDir>/Build/UnrealGameSync.ini file. Settings may be specified for an individual branch (via a category with the depot path to the project) or for wherever the project is currently open (via the [Default] category). The SafeToDeleteFolders list specifies a substring that will be checked against folder paths. Anything containing this folder will be marked as safe for delete by default. The SafeToDeleteExtensions list specifies a list of extensions for files that can always be deleted. Example: [Default] +SafeToDeleteFolders=/MyGame/Test/ +SafeToDeleteFolders=/DataService/ +SafeToDeleteExtensions=.xx1 +SafeToDeleteExtensions=.xx2 #jira UE-60575 Change 4135449 by Ben.Marsh Fix allowing use of Job objects on Windows platforms (debug code submitted by mistake) Change 4135730 by Ben.Marsh UBT: Plugins can now be enabled and disabled from the .target.cs file (for targets that do not use the shared compile environment), by compiling the list of enabled/disabled plugin names into the Projects module. Change 4135823 by Ben.Marsh UBT: Remove legacy code to handle disabling optional plugins; now that this is compiled into the target, it will work for any plugins we choose. Change 4135945 by Ben.Marsh UBT: Fix error running programs with no explicitly enabled or disabled plugins. Change 4137207 by Ben.Marsh UGS: Align all badges with the same name, to make it easier to see which CIS steps are being run. Allow overriding the slot taken by a particular badge by calling it "SlotName:LabelName". Change 4137311 by Stefan.Boberg Removed child cooker support. In practice it is not a useful feature as it provides no performance improvement (quite the opposite in fact) and adds testing and maintenance complexity. Change 4137393 by Ben.Marsh UGS: Fix display of multiline errors in the status panel. Change 4141708 by Steve.Robb GitHub #3631 : Incorrect default argument in WeakObjectPtrTemplate #jira UE-45490 Change 4146655 by Stefan.Boberg Removed FullGCAssetClasses logic - no longer necessary nor useful Change 4147318 by Ben.Marsh UGS: Compress build badges in a column if it shrinks below the size that they would be visible. Change 4148207 by Ben.Marsh UGS: Added support for showing the latest completed build from a specific list of badges in the status panel. To declare a badge as one that should appear in the status panel rather than the CIS column, add it to the project's UnrealGameSync.ini in the project or [Default] section like so: +ServiceBadges=RoboMerge Change 4148282 by Stefan.Boberg Fixed bug in UCookOnTheFlyServer::GetCookOnTheFlyUnsolicitedFiles - UnsolicitedFiles should be passed by reference not by value Change 4148344 by Stefan.Boberg Fixed minor indentation error (most likely caused by sloppy merge) Change 4148521 by Stefan.Boberg Removed accidentally checked in PRAGMA_DISABLE_OPTIMIZATION from CookOnTheFlyServer.cpp Change 4148639 by Ben.Marsh UGS: Fix tooltips not showing for changes that have description badges. Change 4149373 by Ben.Marsh UGS: Allow adding additional columns to display particular badges by adding entries from the project config file. Example syntax: +Columns=(Name="Desktop",MinWidth=50,DesiredWidth=100,Weight=3,Badges="Editor") +Columns=(Name="Mobile",MinWidth=50,DesiredWidth=100,Weight=3,Badges="IOS,Android") Same form can be used to control how default columns are displayed (though badge settings are ignored). Also allow PerforceMonitor to detect local changes to project config files and update settings automatically. Change 4149399 by Ben.Marsh UGS: Update version to 1.143. Change 4155660 by Steve.Robb PROJECTION and PROJECTION_MEMBER macros which provide the correct behavior when creating projections using functions which are overloaded or use default arguments. Change 4157117 by Ben.Marsh Fix warning due to plugins disabled in .target.cs file. Change 4158011 by Ben.Marsh UBT: Add a check that the UnrealHeaderTool target file exists, rather than throwing an exception when reading it fails. Change 4158646 by Ben.Marsh UGS: Fix exception when login is discovered to have expired during a workspace update. Change 4158678 by Ben.Marsh UGS: Fix an exception on shutdown due to the icon being hidden after it's already been disposed. Change 4158683 by Ben.Marsh UGS: Add an unhandled exception filter which sends the exception data to the backend. Change 4159131 by Ben.Marsh UGS: Reduce the number of characters displayed for build badges based on the available space. Change 4159194 by Graeme.Thornton TBA: Fix incorrect map property conversion code when converting an old property that contains a map with different key/value types Change 4159239 by Steve.Robb Improved readability and compliance with coding standards. Change 4159246 by Ben.Marsh UGS: Allow syncing projects where source code is not available (and various version files don't exist). #jira UE-60985 Change 4159286 by Ben.Marsh UGS: Remove requirement for UE4Editor.target.cs to be visible in the depot in order to open a project. #jira UE-60986 Change 4159302 by Ben.Marsh UGS: Update version to 1.144. Change 4160308 by Ben.Marsh All staging client executables for blueprint projects. #jira UE-60983 Change 4161567 by Steve.Robb GitHub #4816 : UE-60771: Handle escaped double quote in FParse::LineExtended Change 4162641 by Ben.Marsh UGS: Allow customizing the position of custom columns, via the Index=N attribute. Change 4162647 by Ben.Marsh UGS: Update version to 1.145. Change 4165319 by Robert.Manuszewski PR #4812: Fix inconsistent command-line argument handling under Windows (Contributed by adamrehn) Change 4166150 by Ben.Marsh UGS: Include *.inl when looking for code changes. Change 4166551 by Steve.Robb Whitespace fixes caused by a bad merge. Change 4168483 by Ben.Marsh UGS: Add a more useful error if a file to be synced exceeds the max allowed path length. Change 4168490 by Ben.Marsh UGS: Update version to 1.146. Change 4168551 by Ben.Marsh UBT: Move bBuildLargeAddressAwareBinary into an exposed setting. Change 4168560 by Ben.Marsh UBT: Remove static config variable for controlling which configuration of UHT to use. Change 4171296 by Ben.Marsh UGS: Move the check for overlong paths earlier. Change 4171531 by Ben.Marsh UBT: Fix exception if BuildConfiguration.xml contains an unknown category. Change 4183371 by Robert.Manuszewski Fix for a crash in Async Loading Graph's CheckCycles when GC kicks in on the game thread and forces ALT to exit early Change 4184312 by Ben.Marsh UGS: Update version to 1.148 Change 4184480 by Robert.Manuszewski Removing unused async loading stat Change 4186390 by Ben.Marsh UBT: Format XML validation errors in a format that allows double-clicking on the message in Visual Studio. Change 4188644 by Ben.Marsh UBT: Add the MakePathSafeToUseWithCommandLine() function to UBT. Change 4188647 by Ben.Marsh UBT: Fix exception in target receipt when architecture is null. Change 4189617 by Ben.Marsh Change FileSystemReference, FileReference and DirectoryReference objects to use OrdinalIgnoreCase comparisons without creating a separate copy of the string to compare. The filesystem does not use the invariant culture, and it can produce the wrong results in some cases (the ordinal comparison is faster, too). Change 4189740 by Ben.Marsh UAT: Remote code to build UnrealPak when packaging; we use the editor now. Change 4189860 by Ben.Marsh UGS: Make the filter for excluding automated lighting rebuilds more explicit. Change 4190082 by Ben.Marsh Fixes to allow enabling edit and continue for Windows builds. Have experienced quite a few VS crashes when testing it in editor; not yet recommended for general use. - Allow edit and continue for any configuration, not just debug. - Fixed PDB errors compiling files that use a shared PCH with edit and continue enabled. Path to the generated PDB file was using the wrong directory. - Removed code that tracks PDB output files, since they're modified multiple times during a build. - Enable debug information when compiling generated CPP files, since it causes errors if the shared PCH PDB doesn't have the same option. - Disable support for remote execution of steps that modify the PDB, since the same file has to be modified many times. Remote execution causes the PDB files to be corrupted. Unfortunately, this makes E&C builds significantly slower. #jira Change 4192949 by Ben.Marsh UBT: Minor tidy-up (merging UEBuildBinary.Build and UEBuildBinary.SetupOutputFiles) Change 4193218 by Ben.Marsh Fix formatting. Change 4197252 by Mike.Erwin UAT: Fix log output w/ correct count of non-code projects. #jira none Change 4197941 by Ben.Marsh UGS: Add support for DebugGame editors that have an executable with a DebugGame suffix. Change 4197964 by Ben.Marsh UGS: Prevent attempts to automatically reopen projects while a modal dialog is up, or the workspace is syncing. Change 4198144 by Ben.Marsh UGS: Prevent modal dialogs when login expires in P4, and prompt for password when hitting "retry". Change 4198413 by Ben.Marsh UGS: Always show the main window when launched manually, and run with -RestoreState when launched at startup. Also add a couple more places that save the visibility state, since logging off seems like it can terminate the process abrubtly. Change 4198779 by Ben.Marsh UBT: Allow generating manifests to any arbitrary locations with the -Manifest=<Path> argument. Change 4198825 by Ben.Marsh UBT: Move code to enumerate Slate runtime dependencies into the Slate module. Doesn't need to be done inside core UBT. Change 4199341 by Ben.Marsh UGS: Update version to 1.149 Change 4199642 by Chad.Garyet - Deprecate CISController - Add BuildController to replace CIS GET/POST for builds - Add LatestController, GET does what CIS/GET used to do - Change Latest/GET to return the last 25 builds filtered by project, rather than the last 5000 individual Ids - Latest/GET now returns "LatestData" object instead of array of longs - Updated EventMonitor to match all API changes - Fixed bug where IDs were getting reset to initial startup values every update loop Change 4199663 by Chad.Garyet CIS controller still needs to return an array of longs #jira none Change 4199680 by Ben.Marsh UGS: Update version to 1.150 Change 4200457 by Ben.Marsh Merging CIS fix for non-development configurations. Change 4200472 by Mike.Erwin UAT: fix -skipbuildclient param default It was defaulting to skipbuildeditor's value, likely a copy-paste error. #jira none Change 4202595 by Ben.Marsh Fix static analysis warning due to constant comparison against macro. Change 4203250 by Ben.Marsh UGS: Always show the "Sync Precompiled Editor" option, but disable it and show a tooltip explaining why if it is not available. Change 4206191 by Ben.Marsh Exclude editor target files from installed builds, since they leak info about DLLs that have been stripped out. Change 4213011 by Ben.Marsh UBT: Include contents of modified intermediate files in the log, to make it easier to debug hidden dependencies. Change 4213487 by Ben.Marsh UBT: Fix assumption that bPrecompile is equivalent to bBuildAllModules. This is no longer the case; they are now controlled by separate options. Should fix CIS errors building the editor. Change 4213609 by Ben.Marsh Ensure that strings formatted using FMicrosoftPlatformString::GetVarArgs() are always null terminated, whether we use the secure CRT or not. Change 4215971 by Ben.Marsh UBT: Remove action graph visualization code; no longer used. Change 4215996 by Ben.Marsh UBT: Remove unqiue id from all actions in the action graph. This is only used for printing debug info in the case of a (rare) cycle in the action graph, so just look it up when needed. Change 4216022 by Ben.Marsh UBT: Rename Crypto.cs to EncryptionAndSigning.cs to match the name of the class inside it, and move it under the System folder. Change 4216031 by Ben.Marsh UBT: Move all the action executors into their own folder in the project. Change 4216526 by Ben.Marsh Fix CIS warnings. Change 4216544 by Ben.Marsh Replace custom code to ensure FMicrosoftPlatformString::GetVarArgs() null terminates its buffer with Microsoft's standards-compliant implementation. Change 4216633 by Ben.Marsh Add support for UnrealPak plugins. * Project and plugin modules can now specify an array of supported programs in the "WhitelistPrograms" field of their module descriptors, to allow modules to be loaded by programs. * Programs can now load any runtime modules, as long as they are whitelisted. * Programs under the engine directory can now use a shared build environment, so that building with a project file does not cause output binaries to be output to the project directory. * UnrealPak is now always built by default when packaging * Convert UnrealPak to a modular configuration Change 4216736 by Ben.Marsh UnrealPak: Move "ExportDependencies" command into an editor commandlet, since it relies on the UObject system, asset registry, etc... Change 4217447 by Ben.Marsh Back out revision 50 from //UE4/Dev-Core/Engine/Build/InstalledEngineBuild.xml Change 4217451 by Ben.Marsh Back out revision 11 from //UE4/Dev-Core/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess/VisualStudioSourceCodeAccess.Build.cs Change 4217617 by Ben.Marsh Back out changelist 4217451 Change 4222552 by Ben.Marsh Don't use #import <TypeLib> for VS source code accessor when building with Clang; it's not supported. Change 4222630 by Ben.Marsh UBT: Fix spam while generating project files if Clang isn't installed. Change 4223316 by Ben.Marsh UBT: Change the order in which Visual C++ toolchains are enumerated to prefer full releases over preview releases. Change 4223318 by Ben.Marsh UBT: Add a build setting which allows creating a dedicated PCH for every file that's excluded from the unity working set (disabled by default). Improves iteration times when working on individual cpp files, but slows down iterating on header changes (and can take a lot of disk space for large changes). Dedicated PCH contains all includes scraped from the top of each cpp file, until a non-#include directive is encountered. Change 4223401 by Ben.Marsh UBT: Add an option to automatically enable edit and continue for files in the adaptive non-unity working set. E&C doesn't seem very useful for UE4 projects right now; compile time is comparable to regular build times, but it can take several minutes to apply code changes for large projects. Change 4223899 by Ben.Marsh UBT: Fix loading XML config files on Mono; Type.GetField(Name) does not seem to return values unless binding flags are specified. Change 4224637 by Ben.Marsh Add a "SupportedPrograms" field to plugin descriptors, which allows plugins to declare which plugins they support independently of individual modules. Programs now respect the "bEnabledByDefault" setting in plugins. Plugins that are compatible with a program now need to list that program in the SupportedPrograms list, and whitelist any modules that should load for that program. Change 4224710 by Ben.Marsh UBT: Don't add import libraries as final build products unless the target is being precompiled. Prevents the need for building them for leaf nodes in the action graph. Change 4224715 by Ben.Marsh UBT: Remove hack to allow Stats2.cpp to not follow IWYU convention. Change 4224726 by Ben.Marsh Remove commented out line. Change 4224903 by Ben.Marsh Fix non-unity compile error in Stats2.h. Change 4225051 by Ben.Marsh Back out changelist 4224710; causing CIS errors due to receipts not matching. Change 4225134 by Ben.Marsh Fixing non-unity errors. Change 4225203 by Ben.Marsh Another non-unity fix. Change 4225249 by Ben.Marsh Fix Linux dependencies being copied for the Windows editor; they can be added as requirements for the Linux target platform on Windows instead, so it respects the user's chosen platforms. #jira UE-62001 Change 4225512 by Ben.Marsh BuildGraph: Allow setting the target to build when using the <CsCompile> task. Change 4228815 by Ben.Marsh UBT: Always add the generated code directory to the list of include paths when generating project files. It may only be created after UHT has been run. Change 4228944 by Ben.Marsh UBT: Remove legacy CppCompileEnvironment and LinkEnvironment wrappers from TargetRules that were deprecated in 4.19. Change 4229028 by Ben.Marsh UBT: Fix editor targets with unique build environment having the wrong executable path in generated project files. Move move logic to configure target rules post-construction by the rules assembly to ensure it's valid. Change 4229065 by Ben.Marsh UBT: Move another target setting into the rules assembly. Change 4229105 by Ben.Marsh Fix BPT exception when generating project files. Change 4229311 by Ben.Marsh UBT: Store the module rules file location on the ModuleRules instance, as well as the plugin that it was created from. Also expose the plugin directory as a property on the ModuleRules instance. Change 4229421 by Ben.Marsh UBT: Consolidate functionality for UHT module setup in ExternalExecution.cs. Change 4229817 by Ben.Marsh UBT: Modules must now explicitly specify the path to the header used to generate a PCH if one is desired, rather than the header being determined automatically by attempting to parse the source code. Now that PCHs are force-included anyway, this removes a lot of dependencies inside UBT. Change 4229824 by Ben.Marsh UBT: Remove unused lists inside UEBuildModuleCPP.SourceFilesClass. Change 4229841 by Ben.Marsh UBT: Remove some legacy code from auto-detecting PCHs. Change 4230521 by Ben.Marsh UBT: Add utility functions to the log class to allow formatting errors and warnings in Visual Studio output format (eg. File(Line): warning: Message) Change 4230871 by Ben.Marsh UAT: Remove StreamUtilis utility class; there is a simpler way to implement the one place it's used. Change 4230882 by Ben.Marsh UAT: Add StreamUtils back into UAT, seems like it's still used there. Change 4230896 by Ben.Marsh UBT: Remove some redundant parameters from UEBuildModule/UEBuildModuleCPP/UEBuildModuleExternal constructors. Change 4231014 by Ben.Marsh WorkspaceTool: Include a dump of raw bytes when garbage is read from the P4 process, for diagnostic purposes. Change 4231032 by Ben.Marsh Fix CIS. Change 4231096 by Ben.Marsh Bump the FlatCPPIncludeDependencyCache version, to prevent errors trying to load old files. Change 4231446 by Ben.Marsh UBT: Added support for expanding UE-specific variables in include paths and library paths: $(EngineDir), $(ProjectDir), $(PluginDir), $(ModuleDir). Change 4231460 by Ben.Marsh Modules may now explicitly specify rpaths on Linux via the PublicRuntimeLibraryPaths and PrivateRuntimeLibraryPaths properties. Change 4233909 by Robert.Manuszewski PR #4779: Reason fails as the supplied variable is incorrect (Contributed by projectgheist) Change 4233910 by Ben.Marsh Enable PCHs on IOS. Reduces build time by ~25%. Change 4234176 by Ben.Marsh UBT: Add better messaging for modules that need to have a private PCH set. Now detects the likely PCH using the same method as legacy code and includes it as a suggestion. Change 4234193 by Ben.Marsh Add the Delete command to Perforce wrapper in DotNETUtilities. Change 4234688 by Ben.Marsh UBT: Simplify handling of installed/precompiled builds. Settings for whether a folder is installed/read-only or not is now stored on the RulesAssembly instance, allowing multiple things to be configured separately and stacked together (eg. engine/enterprise/project). RulesAssembly.IsReadOnly() allows determining if a flie can be modified or not and replaces many previous IsXXXInstalledCalls(), and traverses the chain of assemblies. Change 4234711 by Ben.Marsh UBT: Runtime dependencies can now be copied to output directories as part of the build. When adding a runtime dependency, an optional source location can be specified to copy from. Both the source and target paths can use variables can be used as part of the path, eg. $(OutputDir), $(ModuleDir), $(PluginDir). Example usage (from a .build.cs file): RuntimeDependencies.Add("$(OutputDir)/Foo.dll", "$(PluginDir)/Source/ThirdParty/Foo.dll", StagedFileType.NonUFS); Change 4234872 by Ben.Marsh Expose a flag for whether the engine is installed, to fix issues generating project files. Change 4234929 by Ben.Marsh Fix null reference generating receipts when UBT makefiles are active. Change 4235883 by Chad.Garyet Merging 4231245 to core Giving Coordinator its own sln. This should fix what 4158155 was supposed to. #jira UE-61955 Change 4236075 by Ben.Marsh CIS fix Change 4237066 by Robert.Manuszewski Fix for a potential crash when terminating the engine while it's being initialized #jira UE-60545 Change 4237078 by Robert.Manuszewski The engine will no longer be resetting all linkers causing massive load times when renaming the world package when entering Play In Editor Change 4237116 by Ben.Marsh Rewrite some Windows utility functions to support paths longer than MAX_PATH. Change 4237158 by Ben.Marsh Add const TCHAR* overloads of FString::RemoveFromStart() and FString::RemoveFromEnd(). Change 4237159 by Ben.Marsh Fix FWindowsPlatformFile::GetFilenameOnDisk() support for paths longer than MAX_PATH, and simplify some of the other long path functions to avoid copying string buffers. Change 4239050 by Ben.Marsh Missing file Change 4239318 by Ben.Marsh Linux CIS fix. Change 4239685 by Ben.Marsh Static analysis CIS fix. Change 4240800 by Ben.Marsh WorkspaceTool: Include the full command line in the log for any P4 commands. Change 4240903 by Ben.Marsh PR #4909: Update copyright notices to 2018 (Contributed by projectgheist) Change 4241025 by Ben.Marsh UBT: Exclude mobile pipeline caches from generated project files. Causes huge slowdown when using 'Find in Files' through the IDE. Change 4241770 by Ben.Marsh UBT: Include action number in parallel executor output. #jira UE-62032 Change 4243469 by Ben.Marsh TBA: Merge FAnnotatedStructuredArchiveFormatter with FStructuredArchiveFormatter. Any functions that are only implemented for text archives now have a _TextOnly suffix, and are exposed through the FStructuredArchive interface. Change 4245723 by Robert.Manuszewski Fixing another creash when terminating the engine while initializing. #jira UE-60545 Change 4245862 by Steve.Robb VectorLoadFloat2(Ptr) added, which loads { Ptr[0], Ptr[1], Ptr[0], Ptr[1] } into a VectorRegister. Change 4246412 by Robert.Manuszewski The warning 'Calling StaticLoadObject during PostLoad may result in hitches during streaming' will now also report the object which had the PostLoad called on it when StaticLoadObject call happened. Change 4246612 by Ben.Marsh UBT: Fix spelling of "Intellisense". Change 4249454 by Robert.Manuszewski Added extra checks to catch scenarios where the EDL Precache Buffer is flushed before a package header is fully read Change 4249513 by Robert.Manuszewski Made sure the Async Loading Thread doesn't continue running after creating new async packages when garbage collector wants to run on the game thread Change 4255207 by Ben.Marsh UGS: Add additional logging whenever a P4 command fails, and when the user is logged out. Change 4255288 by Ben.Marsh PR #4921: Honor ModuleRules' bEnableExceptions flag when creating precompiled h. (Contributed by surakin) Change 4256422 by Ben.Marsh UBT: Add an error if a module referenced by a plugin descriptor doesn't exist. Change 4257385 by Robert.Manuszewski Creating new objects from within ForEachObjectWithOuter will now result in a fatal error as it's unsafe to change internal UObject hash tables when iterating over them. Change 4257454 by Robert.Manuszewski Added the option to filter clusters listed with gc.ListClusters by objects within them. Usage: gc.ListClusters Hierachy With=ObjectName1,ObjectName2... Change 4257526 by Robert.Manuszewski It's now possible to filter clusters that get logged with verbose cluster logging enabled (UE_GCCLUSTER_VERBOSE_LOGGING=1) by objects within them by specifying -DumpClustersWithObjects=ObjectName1,ObjectName2 in the command line Change 4257822 by Ben.Marsh Fixes for PlatformShowcase compile errors. Change 4258771 by Ben.Marsh UBT: Fix project files not being generated for foreign projects when creating .stub files. #jira UE-62462 Change 4258790 by Ben.Marsh UBT: Clean up the logic around generating project files before creating a stub IPA, so that it fails loudly if project files do not exist, and can accept target names not matching project names. Change 4259276 by Ben.Marsh UBT: Make it an error if a framework doesn't exist, rather than failing silently. Also remove some remote toolchain stuff that's no longer necessary. Change 4259280 by Ben.Marsh UBT: Fix embedded framework zips not being uploaded for plugins. #jira UE-62485 Change 4260236 by Ben.Marsh UBT: Fix path to generated engine project file. Change 4260334 by Ben.Marsh UGS: Fix custom build steps dialog inadvertantly modifying config file settings in-place. Change 4260361 by Ben.Marsh UGS: Allow for p4 login commands to fail, even though the user is logged in (due to a bad connection, etc...) Change 4260559 by Ben.Marsh UGS: Update version. Change 4261160 by Robert.Manuszewski MediaPlaylist will now be added to root set if the owning MediaPlayer is in the disregard for GC set (fixes GC assumption violation crash) #jira UE-62495 Change 4261421 by Ben.Marsh Force-sync files for building documentation, to fix issues with files not being updated. #jira UE-62413 Change 4261425 by Ben.Marsh UBT: Remove some leftover functions for handling the remote toolchain. Change 4261530 by Ben.Marsh UBT: Speculative fix (and better error reporting) for IOS mobile provision not being found in CIS. Change 4261611 by Ben.Marsh UBT: Downgrade warning to a log message, since it appears when generating project files. Change 4261710 by Ben.Marsh Remove assert that GLogConsole is set; it won't be for command line utilities that don't depend on ApplicationCore. #jira UE-62545 Change 4261831 by Ben.Marsh Fix compile errors due to missing include path when hot-reloading a module from the editor. There are not necessarily source files to compile when -modulewithsuffix is specified on the command line, which was results in GeneratedCodeWildcard not being set. #jira UE-62463, UE-62384 Change 4262723 by Ben.Marsh Whitelist plugins that need to be loaded by UFE. #jira UE-62564 Change 4265444 by Ben.Marsh Fix incorrect executable name for DebugGame configurations in Xcode. #jira UE-62574 Change 4265892 by Ben.Marsh Fix incremental compile failures due to dependency checking for unity files. CachedIncludePaths was not correctly being set on file items, so dependencies were being ignored. #jira UE-62575, UE-62603, UE-62597 Change 4266019 by Josh.Adams - Fixed the CopyAction for runtime dependencies that need to be copied to different location, on non-XGE Change 4266264 by Ben.Marsh Remove override for the __IPHONE_OS_VERSION_MIN_REQUIRED macro on TVOS. This macro is already defined by system headers (in <AvailabilityInternal.h>). Now that we support PCHs on IOS and TVOS, manually defining this macro results in it being defined three times (once for the PCH, once by AvailabilityInternal.h, and once by the force-included list of definitions for the source file being built). The errors for redefining the macro in AvailabilityInternal.h are suppressed due to it being a system header, but the error for redefining it for the source file being compiled are not. #jira UE-62578 Change 4266273 by Ben.Marsh Fixes incremental build failure when compile arguments for PCH have changed on IOS/TVOS. Compile action needs to have a dependency on PCH build action. Change 4266614 by Graeme.Thornton Fix crash when cooking nativized blueprints due to removal of child cooker system. Change 4266763 by Ben.Marsh Always build UnrealPak when building client targets. The ProjectParams.Pak option is not reliable, because it can be forced on later by the target platform. #jira UE-62584 Change 4267985 by Robert.Manuszewski When iterating with ForEachObjectWithouter, don't lock the entire has table but only the hash bucket that is currently being iterated #jira UE-62600 Change 4268558 by Robert.Manuszewski PurgeLegacyBlueprints will no longer be called from within ForEachObjectWithOuter is it renames objects that reside in hash tables that are being iterated over which may lead to undefined behavior. #jira UE-62600 Change 4269011 by Chad.Garyet - Fixing Wildcard match issue, the change to ugsapi sends projects as //Depot/Stream instead of //Depot/Stream/ Wildcard match was only substringing to 3 chars. - Checking in the change a while back that increases the number of queried jobs up to 432 based on some maths from Bob about how many builds we want to grab Published to ugsapi server 8/8/17 #jira none Change 4270788 by Ben.Marsh Fix IOS provisioning data being using when remote compiling on TVOS. #jira UE-62705 Change 4271916 by Ben.Marsh Tag the XGEControlWorker executable as a build product after compiling SCW, to make sure it's included in the UGS zip file. Change 4271934 by Ben.Marsh Upload all static libraries in plugin folders as part of remote builds. #jira UE-62694 Change 4273368 by Ben.Marsh Fix Slate dependencies not being enumerated, and rules assembly not being rebuilt when building remotely. #jira UE-62705 Change 4274049 by Ben.Marsh Always parse the team UUID out of the mobile provision when doing a remote compile. The provision installed on the remote Mac (and selected for signing) may be different. #jira UE-62751 Change 4274823 by Ben.Marsh Add the -VersionCookedContent argument to disable the -unversioned parameter on the cooker command line. Change 4275838 by Ben.Marsh Fix BuildVersion string not being passed through from <SetVersion> task. Also add a -BuildVersion command line argument to UBT to override it for a particular build. Change 4275913 by Ben.Marsh Add a dummy exported symbol to the XGEController module, to fix build errors due to missing .lib file when it's built with WITH_XGE_CONTROLLER = 0. Change 4284161 by Ben.Marsh Allow mirroring Oodle files to remote Mac. Change 4074774 by Steve.Robb Vast simplification of TFunction, making it smaller in footprint, easier to follow and extend, and more correct. TUniqueFunction added, which is a move-only TFunction which can hold move-only functors. Fix for UWidgetBlueprint::ForEachSourceWidget() which should never have compiled but did. FFunctionGraphTask and TFuture<> updated to use TUniqueFunction to make them more general. TArray::HeapPop() made to work with move-only types. Change 4082591 by Ben.Marsh Move the Log class from UBT to DotNetUtilities. Change 4083236 by Ben.Marsh Add a Log.WriteException() method to dump an exception message to the console (and write the exception trace to the log) Change 4084107 by Ben.Marsh UAT: Remove the unused -SkipHeader argument to UE4Build. Change 4089771 by Steve.Robb GitHub #4743 : modified VirtualAlloc function flag https://blogs.msdn.microsoft.com/oldnewthing/20151008-00/?p=91411 Change 4091456 by Steve.Robb Unification of all platforms' FMath::CountTrailingZeros() and FMath::CountLeadingZeros() for both 32-bit and 64-bit. Change 4156437 by Ben.Marsh Lots and lots of fixes compiling for Clang on Windows. Editor now compiles cleanly without warnings, but crashes on startup due to error in intrinsics test. Disabling that runs further, but crashes accessing freed memory. Switching to the ANSI allocator runs further, but crashes in Slate after the splash screen and before the editor window opens. // TODO! * Switching between Clang/ICL/VS2015/VS2017 is now supported through the same mechanism as switching Visual Studio versions, without requiring any source level changes. To use Clang, set WindowsPlatform.Compiler = WindowsCompiler.Clang from a .target.cs file, or set <WindowsPlatform><Compiler>Clang</Compiler></WindowsPlatform> from BuildConfiguration.xml. To pick a specific toolchain version, set WindowsPlatform.CompilerVersion. * Clang is now supported through AutoSDKs; will be added to CIS. * The Samples/Sandbox/Clang project forces Clang to be used from its target.cs file, and allows easily building all editor modules and plugins with Clang on Windows. * UnrealMathSSE intrinsics have been re-enabled for Clang due to missing functions from the UnrealMathFPU implementation, but causes failure in tests at startup. * SSE4_CRC32() is disabled in D3D12Pipelinestate.cpp, since intrinsics are only allowed if enabled for the whole target (rather than being used in specific functions due to runtime checks) Change 4157389 by Ben.Marsh Few more fixes for compiling the editor with Clang. Change 4183911 by Ben.Marsh Fixes to support incremental linking on Windows. Does not seem to have any net benefit right now; may improve once minimal rebuild is enabled. * Incremental linking no longer forces PDB files to be enabled for source files. * Actions can specify specific files to be deleted before each build. Code to forcibly delete PDB files has been moved to the MSVC toolchain. * Unused libraries produced by the cross-referenced link are no longer added as build products, since (a) deleting them breaks dependency checking for incremental linking and causes a full link, and (b) not deleting them breaks UBT dependency checking and causes actions to be run over and over again. * Icon update is disabled for Windows when incremental linking is enabled. * Removed rarely-used setting to always delete produced items before each build. Change 4184311 by Ben.Marsh UGS: Added a dialog which shows all the required platform SDKs for a branch, linked from the status panel in UGS. The llist is configured via the UGS config file submitted to Engine/Programs/UnrealGameSync/UnrealGameSync.ini (and may be overridden by the project config file if necessary): [Default] ; Set this to a network share which contains the SDK installers for your site SdkInstallerDir= ; All the required SDKs for the current version of the engine +SdkInfo=(Category="Android", Description="NDK r21", Browse="$(SdkInstallerDir)\\Android") +SdkInfo=(Category="Windows", Description="Visual Studio 2017") +SdkInfo=(Category="Windows", Description="Visual C++ Toolchain 14.13.26128") +SdkInfo=(Category="Windows", Description="Windows SDK 10.0.16299.0") Similar entries for console platforms are added in console subdirectories. Each entry may contain an Install="Foo.exe" and/or Browse="C:\Foo" style attribute, specifying the path to an installer to run or directory to open in explorer respectively. The SdkInstallerDir setting is used as a base directory for the default installers, seen above for Android. Licensees may override this with a network path specific to the site that UGS is being deployed to (either in this file, in a project specific config file, or in a Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini file). Change 4200452 by Ben.Marsh UBT: Change DebugGame configurations to output a separate executable rather than requiring a -Debug argument at runtime. Previous behavior was a common source of errors. Engine modules are still shared between Development and DebugGame, but the launch module sets a flag in Core on startup indicating the game configuration. Change 4206189 by Ben.Marsh UBT: Simplify logic for precompiling binaries. * Target no longer has separate list of "precompile only" binaries or modules. New -AllModules option allows adding every module to a target, which can be used with -Precompile and -NoLink to precompile object files for monolithic builds. * Precompiled file lists have been removed from target receipts. * The manifest now includes all generated headers and precompiled files when run with the -Precompile option. * Separate -DependencyList=Foo.txt has been added to write a list of all dependencies required to use precompiled binaries. This file list can be read using the <Tag> task in buildgraph. Change 4215466 by Ben.Marsh UBT: Remove indirect calls to determine extensions for object files and precompiled headers. The toolchain knows the correct convention for the platform. Change 4215975 by Ben.Marsh UBT: Remove telemetry code. This has never proved useful for analyzing performance due to the number of incidental factors that affect build times (eg. number of files being compiled). Change 4220154 by Ben.Marsh Move text-only implementations of FOutputDeviceError back into Core, so we can build command-line applications that don't depend on ApplicationCore. Change 4224708 by Ben.Marsh Add a bCompileAgainstApplicationCore setting to the target rules, which allows compiling out references to the ApplicationCore module (which should only be necessary for applications with a GUI). Removed ApplicationCore from several engine tools and utilities. Change 4224958 by Ben.Marsh Remove CoreMinimal.h includes from Core. Change 4229059 by Ben.Marsh UBT: Remove the UEBuildPlatform.ShouldNotBuildEditor() hook for target platforms. We shouldn't be modifying a target's build environment to disable the editor; it is invalid to build the editor for these target platforms at all, and this is already enforced by the GetSupportedPlatforms() function. Change 4230508 by Ben.Marsh Fixup precompiled header setting for samples and games. Change 4231457 by Ben.Marsh Fix exceptions in log messages having trailing newlines. Change 4232406 by Ben.Marsh UBT: Always force include a PCH for generated code if there's one set; the code may depend on it to compile. Change 4234177 by Ben.Marsh Set up private PCH files everywhere that previously used them. Change 4235973 by Ben.Marsh Change FPlatformMisc::GetEnvironmentVariable() to return an FString() rather than requiring a fixed size buffer to be passed in. Removes references to MAX_PATH. Change 4238842 by Ben.Marsh Add support for paths longer than MAX_PATH in the editor. Requires Windows 10 version 1607, and the functionality to be enabled via a registry key or group policy (see https://docs.microsoft.com/en-us/windows/desktop/FileIO/naming-a-file). Only a subset of Win32 functions support long paths (executables can only be started from paths shorter than MAX_PATH, for example). * Added a FPlatformMisc::GetMaxPathLength() function to return the maximum length of a path on the current system. On Windows, this returns a different value for systems with long paths enabled to those without. * The MAX_PATH define is no longer set by non-Windows platforms. Instead, there is a MAC_MAX_PATH, UNIX_MAX_PATH, etc... for any platform-specific code that still relies on the previous macro. * The MAX_UNREAL_FILENAME_LENGTH macro has been renamed to MAX_UNREAL_FILENAME_LENGTH_DEPRECATED * The PLATFORM_MAX_FILEPATH_LENGTH macro has been renamed to PLATFORM_MAX_FILEPATH_LENGTH_DEPRECATED. * Removed custom resource files for programs, since they are just copies of the base UE4 one (which is used by default anyway). The base UE4 manifest declares support for long paths. * Fix 512 character maximum length on editor commands. 260 character limit remains in place for cooking at the moment (see ContentBrowserUtils.h), until C# staging code supports long paths. Change 4255042 by Ben.Marsh UBT: Remote compilation now uploads the entire workspace to the remote Mac and executes a separate remote instance of UBT rather than synchronizing individual actions. This makes the remote compile codepath much simpler, and removes a lot of special cases that exist to support it previously. The list of files to be transferred to the remote are listed as rsync filter rules in Engine/Build/Rsync/RsyncEngine.txt and RsyncProject.txt, which are applied to the root engine directory and project directory respectively. Projects that need to customize which files are uploaded can add their own <ProjectDir>/Build/Rsync/RsyncProject.txt file, which will be included in the filter before the default version. Change 4260567 by Ben.Marsh UAT: Rename CommandUtils.Log to CommandUtils.LogInformation, to avoid conflicts with the underlying Tools.DotNETCommon.Log class. #rb none [CL 4285673 by Ben Marsh in Main branch]
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CommandUtils.LogInformation("");
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
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}
}
}
}