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UnrealEngineUWP/Engine/Config/BaseDeviceProfiles.ini

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Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
; Add a ArrayOfStruct key for all DeviceProfile PerObjectConfig sections (this must come before any DeviceProfile sections)
; Note that * properties don't get written back out by the config system, but these aren't real sections, so that should be okay
[DeviceProfile]
*TextureLODGroups=Group
[DeviceProfiles]
+DeviceProfileNameAndTypes=WindowsEditor,Windows
+DeviceProfileNameAndTypes=Windows,Windows
+DeviceProfileNameAndTypes=WindowsServer,Windows
+DeviceProfileNameAndTypes=WindowsClient,Windows
+DeviceProfileNameAndTypes=IOS,IOS
+DeviceProfileNameAndTypes=iPadAir2,IOS
+DeviceProfileNameAndTypes=iPadAir3,IOS
+DeviceProfileNameAndTypes=iPadAir4,IOS
+DeviceProfileNameAndTypes=iPadMini4,IOS
+DeviceProfileNameAndTypes=iPadMini5,IOS
+DeviceProfileNameAndTypes=iPadMini6,IOS
+DeviceProfileNameAndTypes=iPodTouch7,IOS
+DeviceProfileNameAndTypes=iPhone6S,IOS
+DeviceProfileNameAndTypes=iPhone6SPlus,IOS
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
+DeviceProfileNameAndTypes=iPhone7,IOS
+DeviceProfileNameAndTypes=iPhone7Plus,IOS
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
+DeviceProfileNameAndTypes=iPhoneSE,IOS
+DeviceProfileNameAndTypes=iPhone8,IOS
+DeviceProfileNameAndTypes=iPhone8Plus,IOS
+DeviceProfileNameAndTypes=iPhoneX,IOS
+DeviceProfileNameAndTypes=iPhoneXS,IOS
+DeviceProfileNameAndTypes=iPhoneXSMax,IOS
+DeviceProfileNameAndTypes=iPhoneXR,IOS
+DeviceProfileNameAndTypes=iPhone11,IOS
+DeviceProfileNameAndTypes=iPhone11Pro,IOS
+DeviceProfileNameAndTypes=iPhone11ProMax,IOS
+DeviceProfileNameAndTypes=iPhoneSE2,IOS
+DeviceProfileNameAndTypes=iPhone12Mini,IOS
+DeviceProfileNameAndTypes=iPhone12,IOS
+DeviceProfileNameAndTypes=iPhone12Pro,IOS
+DeviceProfileNameAndTypes=iPhone12ProMax,IOS
+DeviceProfileNameAndTypes=iPhone13Mini,IOS
+DeviceProfileNameAndTypes=iPhone13,IOS
+DeviceProfileNameAndTypes=iPhone13Pro,IOS
+DeviceProfileNameAndTypes=iPhone13ProMax,IOS
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
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Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
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Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
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Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
+DeviceProfileNameAndTypes=Android_Low,Android
+DeviceProfileNameAndTypes=Android_Mid,Android
+DeviceProfileNameAndTypes=Android_High,Android
+DeviceProfileNameAndTypes=Android_Default,Android
+DeviceProfileNameAndTypes=Android_Adreno4xx,Android
+DeviceProfileNameAndTypes=Android_Adreno5xx_Low,Android
+DeviceProfileNameAndTypes=Android_Adreno5xx,Android
+DeviceProfileNameAndTypes=Android_Adreno6xx,Android
+DeviceProfileNameAndTypes=Android_Adreno6xx_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Adreno7xx,Android
+DeviceProfileNameAndTypes=Android_Adreno7xx_Vulkan,Android
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
+DeviceProfileNameAndTypes=Android_Mali_T6xx,Android
+DeviceProfileNameAndTypes=Android_Mali_T7xx,Android
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
+DeviceProfileNameAndTypes=Android_Mali_T8xx,Android
+DeviceProfileNameAndTypes=Android_Mali_G71,Android
+DeviceProfileNameAndTypes=Android_Mali_G72,Android
+DeviceProfileNameAndTypes=Android_Mali_G72_Vulkan,Android
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+DeviceProfileNameAndTypes=Android_Mali_G76_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_G77,Android
+DeviceProfileNameAndTypes=Android_Mali_G77_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Mali_G78,Android
+DeviceProfileNameAndTypes=Android_Mali_G78_Vulkan,Android
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+DeviceProfileNameAndTypes=Android_Mali_G710_Vulkan,Android
+DeviceProfileNameAndTypes=Android_Xclipse_920,Android
+DeviceProfileNameAndTypes=Android_Xclipse_920_Vulkan,Android
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+DeviceProfileNameAndTypes=Android_PowerVR_G6xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GT7xxx,Android
+DeviceProfileNameAndTypes=Android_PowerVR_GE8xxx,Android
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+DeviceProfileNameAndTypes=Android_PowerVR_GM9xxx_Vulkan,Android
+DeviceProfileNameAndTypes=Android_TegraK1,Android
+DeviceProfileNameAndTypes=Android_Unknown_Vulkan,Android
+DeviceProfileNameAndTypes=Oculus_Quest,Android
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[/Script/Engine.TextureLODSettings]
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2948319 on 2016/04/19 by Nick.Shin update zlib to v1.2.8 part 1 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2948661 on 2016/04/19 by Nick.Shin keep using old zlibs until they are recompiled with the newer version Change 2948737 on 2016/04/19 by Nick.Shin build warning fix Change 2949334 on 2016/04/20 by Nick.Shin fix library path for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set... Change 2951556 on 2016/04/21 by Nick.Shin static libs double checked #jira UE-29674 - Editor fails to open in Dev-Platform Change 2951559 on 2016/04/21 by Nick.Shin static libs double checked forgot these files - they were in another changelist #jira UE-29674 - Editor fails to open in Dev-Platform Change 2952411 on 2016/04/22 by Nick.Shin add win32 build targets for zlib openssl libcurl libwebsockets part 1 of 2: these are the C# build scripts Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login Change 3118163 on 2016/09/08 by Josh.Adams perm test 2, not a useful file at all Change 3121142 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3121150 on 2016/09/12 by Daniel.Lamb Added warning logs to help track down issue UE-33453. Change 3121201 on 2016/09/12 by Keith.Judge Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix. Change 3121302 on 2016/09/12 by Joe.Graf Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors Change 3121379 on 2016/09/12 by Dmitry.Rekman Linux: only link libraries that export needed symbols (UE-35720). - Fixes very long startup times of modular builds. - Includes PR #2778 by slonopotamus. #jira UE-35720 Change 3121383 on 2016/09/12 by Dmitry.Rekman Linux: added some missing _API declarations on symbols used externally. - Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't). Change 3121456 on 2016/09/12 by Daniel.Lamb Attempt to fix deterministic cooking issue for particlelodlevel. Ensure the spawn module has had postload called on it before using. #test Paragon cook Change 3122939 on 2016/09/13 by Luke.Thatcher [PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service. - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone. Change 3123040 on 2016/09/13 by Brent.Pease + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now. Change 3123664 on 2016/09/13 by Nick.Shin this was originally checked into: release 4.13.1 bringing here to dev-platform -- original submit comments -- first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing" next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop jira UE-35363 - Huge game window when launching onto Safari 9.1.2 Change 3125282 on 2016/09/14 by Michael.Trepka Fixed iOS and tvOS code indexing in Xcode project Change 3126812 on 2016/09/15 by Josh.Adams Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes: - Added Parse function to JsonObject.cs to be able to parse a string - Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU() - Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME - Converted the PS4MallocCrash class into a generic one (that Wolf is now also using) - Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread - Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere - Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects - Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever) - Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool. - Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini) - Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain. - Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening - Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct. - Renamed a UT copy of a global function to not linker-conflict - Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4. - Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists) - Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority() - Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads? - Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move. Change 3126842 on 2016/09/15 by Michael.Trepka Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation. Change 3126956 on 2016/09/15 by Michael.Trepka Added support for compiling Vulkan shaders for Android on Mac Change 3127206 on 2016/09/15 by Michael.Trepka PR #2604: Remove some warnings. (Contributed by reapazor) Change 3127324 on 2016/09/15 by Michael.Trepka Allow third party dylibs on Mac to be loaded from plugin subfolders Change 3127924 on 2016/09/16 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3128369 on 2016/09/16 by Nick.Shin zlib 1.2.8 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128377 on 2016/09/16 by Nick.Shin openssl 1_0_2h headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128383 on 2016/09/16 by Nick.Shin libcurl 7_48_0 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128384 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128464 on 2016/09/16 by Nick.Shin webRTC rev.12643 NOTE: VS2015 - only Win64 is available - Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment NOTE: VS2013 - not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist - also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways FUTURE NOTE: - will continue to try to get VS2015 Win32 functional - and am working on trying to get VS2013 tested headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128500 on 2016/09/16 by Nick.Shin zlib 1.2.8 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128504 on 2016/09/16 by Nick.Shin openssl 1_0_2h - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128506 on 2016/09/16 by Nick.Shin libcurl 7_48_0 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128508 on 2016/09/16 by Nick.Shin libwebsockets 1.7.4 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128513 on 2016/09/16 by Nick.Shin webRTC rev.12643 - OSX headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128602 on 2016/09/16 by Nick.Shin webRTC rev.9862 - Win64 VS2013 NOTE: - not tested (i'm working on getting a VS2013 pro license) - checking in for testing purposes WARNING: - VS2013 is no longer supported by webRTC latest headers and lib updates part of [ zlib openssl libcurl libwebsockets webrtc ] updates Change 3128605 on 2016/09/16 by Nick.Shin re-enabling updated ThirdParySoftware libs: - zlib (v.1.2.8) - openssl (1.0.2h) - libcurl (7_48_0) - libwebsocket (v.1.7.4) - webRTC (rev.12643) to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build... Change 3128651 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 Change 3128704 on 2016/09/16 by Nick.Shin fix Win32 build error from CL: #3128605 - this time actually compiling it... Change 3128825 on 2016/09/16 by Dmitry.Rekman Linux: proper fix for too slow startup times (UE-35967). - Pull request #2793 by slonopotamus. - Now without stripping dependencies on libraries specified before. - Contains a work around for ld bug <2.25. Change 3128972 on 2016/09/16 by Nick.Shin fix to local build error. Change 3129283 on 2016/09/16 by Brent.Pease + Add Android local notification support based on existing system used for iOS + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release Change 3129494 on 2016/09/17 by Nick.Shin fix CIS build errors Change 3129503 on 2016/09/17 by Dmitry.Rekman Fix Linux build (case sensitivity issue). Change 3129514 on 2016/09/17 by Nick.Shin fix CIS build errors for consoles - missing zlib include path special thanks to Dmitry.Rekman for pointing me in the right direction Change 3129647 on 2016/09/17 by Dmitry.Rekman Linux: fix non-unity build. Change 3131043 on 2016/09/19 by Nick.Shin archiving build instructions/steps when building: - zlib (v.1.2.8) win: #3128369 osx: #3128500 - openssl (1.0.2h) win: #3128377 osx: #3128504 - libcurl (7_48_0) win: #3128383 osx: #3128506 - libwebsocket (v.1.7.4) win: #3128384 osx: #3128508 - webRTC win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP osx: #3128513 Change 3132801 on 2016/09/20 by Dmitry.Rekman Linux: support specifying default OpenGL version via configs (UE-34777). - The first targeted RHI is going to be used. Change 3132905 on 2016/09/20 by Josh.Adams - Fixed up some paths with the WolfPlat rename Change 3133148 on 2016/09/20 by Josh.Adams - Only show UT EULA if PLATFORM_DESKTOP Change 3133152 on 2016/09/20 by Josh.Adams - Beginning support for applets. Disabled unless you have a special SDK with applet support. Change 3133169 on 2016/09/20 by Josh.Adams - Fixed issue with Wolf access but no SDK installed Change 3133344 on 2016/09/20 by Daniel.Lamb Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile. Added new flag to limit number of concurrent shader compiles. #test Cook QAGame, Cook Paragon Change 3133345 on 2016/09/20 by Daniel.Lamb FRedirectCollector collects string asset references all the time when running the editor. #test Cook paragon cook QAGame. Change 3133852 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. Change 3133875 on 2016/09/21 by Luke.Thatcher [PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2) Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'. Change 3134544 on 2016/09/21 by Josh.Adams - Reduced UT textures for Wolf Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick FPS4Time::SystemTime now calculates the local machine time, instead of UTC. #jira UE-35170 Change 3135036 on 2016/09/21 by Michael.Trepka Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32 Change 3135292 on 2016/09/21 by Jeff.Campeau Change include order to favor the XDK edition specific headers where available. Change 3136414 on 2016/09/22 by Josh.Adams - Fixed a checkf() that had the case reversed #jira ue-36311 Change 3137082 on 2016/09/22 by Dmitry.Rekman Added support for Linux installed builds to 4.14 Change 3137220 on 2016/09/22 by Dmitry.Rekman Linux: do not rebuild hlslcc on each setup. - Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary. Change 3137227 on 2016/09/22 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3137259 on 2016/09/22 by Dmitry.Rekman Linux installed build: fix CIS (missed one .csproj) Change 3137290 on 2016/09/22 by Dmitry.Rekman Linux installed builds: fix for the resulting directory. Change 3137291 on 2016/09/22 by Chris.Babcock Restore texture filtering mode properly when movie played on Android #jira UE-36342 #ue4 #android Change 3137376 on 2016/09/22 by Dmitry.Rekman Linux: re-enabled crash handler stack smash protection. - Race condition in FRunnableThreadPThread has been previously fixed. Change 3138498 on 2016/09/23 by Dmitry.Rekman Linux: add missed package for installed builds. - mono-devel package for resgen2. Change 3138523 on 2016/09/23 by Dmitry.Rekman Linux: Update hlslcc now that we're not rebuilding it each time. Change 3138658 on 2016/09/23 by Josh.Adams - Moved UT's Social Plugin into NotForLicensees Change 3139042 on 2016/09/23 by Dmitry.Rekman Linux: more robust check of installed packages. - Also added mono-devel to the list of packages installed on 14.04. Change 3139674 on 2016/09/26 by Dmitry.Rekman Fix crash when editing widget blueprints (UE-35185). - Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping. - Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795). Change 3140203 on 2016/09/26 by Josh.Adams - Wolf Fix for SHIPPING Change 3140206 on 2016/09/26 by Josh.Adams - NEX work, still in progress Change 3140276 on 2016/09/26 by Josh.Adams - Fixed Wolf compile error Change 3140485 on 2016/09/26 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3140570 on 2016/09/26 by Dmitry.Rekman SDL2: Delete obsolete files. - We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space. Change 3140577 on 2016/09/26 by Dmitry.Rekman Fix CudaTest monolithic build. - Not the best fix, the better fix is to build against bundled libc++. Change 3141184 on 2016/09/27 by Keith.Judge Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert. #jira UE-35973 Change 3141623 on 2016/09/27 by Chris.Babcock Support hiding virtual keyboard on Android #jira UE-34201 #ue4 #android Change 3141887 on 2016/09/27 by Joe.Graf Added support for additional plugin directories that are specified by the .uproject file New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins Change 3141916 on 2016/09/27 by Josh.Adams - Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925) Change 3141926 on 2016/09/27 by Josh.Adams - Support for skipping Wolf user selector (-nologinui) Change 3141938 on 2016/09/27 by Chris.Babcock Allow Android media player to seek past 999ms (contributed by rcywongaa) #jira UE-36453 #PR #2797 #ue4 #android Change 3142207 on 2016/09/27 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3142219 on 2016/09/27 by Josh.Adams - Wolf PhysX 3.4 libs and includes Change 3142220 on 2016/09/27 by Josh.Adams - File that had to be fixed up after main merge (missed adding it to the huge integrate CL) Change 3142314 on 2016/09/27 by Chase.McAllister #jira UE-35011 fixes to some assets to remove redundancies/output log spam Change 3142510 on 2016/09/27 by Daniel.Lamb Fixed up resave lightmaps commandlet so that world transforms don't get applied twice. #jira UE-35942 Change 3142650 on 2016/09/27 by Chris.Babcock Android support for Linux by yaakuro - requires CodeWorks for Android Linux installed and OpenJDK 1.8 - need to set Android SDK paths manually in Project Settings #jira UE-32752 #jira UE-32753 #PR #2564 #PR #2565 #ue4 #android #linux Change 3142802 on 2016/09/27 by Dmitry.Rekman Upgrade to SDL 2.0.5-ish (still technically 2.0.4). - Upstream revision 10374:dccf51aee79b. - Merged all our changes hopefully. Change 3143075 on 2016/09/28 by Luke.Thatcher [RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro. #jira UE-33077 Change 3143219 on 2016/09/28 by Daniel.Lamb Added new is compiling function which tells you if it's really compiling instead of lying. If def out additional logging for debugging shader compilation issue for 4.14 release. Change 3143428 on 2016/09/28 by Luke.Thatcher [PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061 Change 3143488 on 2016/09/28 by Daniel.Lamb Changed defaults for skip cooking editor content to true. Change 3143526 on 2016/09/28 by Daniel.Lamb Increased the concurrent shader compile limit while in the cooker. #test Cook paragon Change 3143874 on 2016/09/28 by Chris.Babcock Read Android environment variables from .bashrc on Linux #jira UE-36565 #ue4 #android #linux Change 3143911 on 2016/09/28 by Dmitry.Rekman Fix SDL EGL API binding (UE-18979). - Contains PR #1398 by x414e54. - Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade. Change 3143929 on 2016/09/28 by Daniel.Lamb Removed some more temporary logging. #test Cook paragon Change 3143959 on 2016/09/28 by Jeff.Campeau Media Player for Xbox One Change 3143997 on 2016/09/28 by Dmitry.Rekman Linux: faster linking in Debug. - Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating. Change 3144004 on 2016/09/28 by Dmitry.Rekman Linux: make SCW dump core on crash in debug builds. - If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space). Change 3144007 on 2016/09/28 by Dmitry.Rekman Linux: Allow equals character in command line parameter value (UE-26406). - PR #2019 by bozzaro. - Allows passing parameters like -Switch=Key=Value. Change 3144042 on 2016/09/28 by Jeff.Campeau Add tag for DX12 support being experimental in target settings. #jira UE-36150 Change 3144068 on 2016/09/28 by Dmitry.Rekman Linux: enable using xgConsole in UAT (UE-28096). - PR #2144 by bozzaro. - Picks correct xgConsole binary. - Allegedly fixes crash in CombineXGEItemFile on mono. Change 3144120 on 2016/09/28 by Michael.Trepka Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/... Change 3144172 on 2016/09/28 by Chris.Babcock Add libpng 1.5.27 for Android #jira UE-36573 #ue4 #android Change 3144318 on 2016/09/28 by Chris.Babcock Correct logic for checking .bashrc on Linux #ue4 #android Change 3144331 on 2016/09/28 by Dmitry.Rekman Linux: repair ARM server builds. - Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1). Change 3144354 on 2016/09/28 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) this is intermediate, not fully working Change 3144368 on 2016/09/28 by Josh.Adams - Moved the new Social files into NFL Change 3144395 on 2016/09/28 by Chris.Babcock Add missing functions for AndroidWebBrowserWindow #ue4 #android Change 3144417 on 2016/09/28 by Josh.Adams - Probable fix for FWebBrowserWindow missing virtuals Change 3144438 on 2016/09/28 by Jeff.Campeau XDK updated to 160802 Change 3144569 on 2016/09/29 by Dmitry.Rekman Linux: allow a selectable clock source (UE-36564). - The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew. - Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there. #tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm). Change 3145108 on 2016/09/29 by Joe.Graf Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools) Change 3145245 on 2016/09/29 by Joe.Graf #wolf Checking in removal of plugin use on Win64 per Josh's request Change 3145514 on 2016/09/29 by Will.Fissler Updated Mac Info.plist files to disable high DPI on macOS 10.12 Change 3145538 on 2016/09/29 by Josh.Adams - Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots. Change 3145540 on 2016/09/29 by Josh.Adams - Fix for checking some Wolf dev tool installation existence - Fix for various Wolf build issues - Fix for Wolf devices not showing up in Launch on Change 3145542 on 2016/09/29 by Josh.Adams - Pulled over Wolf changes from Wolf branch into Dev-Platform Change 3145572 on 2016/09/29 by Josh.Adams - Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people. #jira UE-36591 Change 3145769 on 2016/09/29 by Chris.Babcock Remove duplicate platforms from deploy list in UFE #jira UE-36636 #ue4 Change 3146061 on 2016/09/29 by Chris.Babcock Linux: be less spammy in log when launching external procs #jira UE-36638 #ue4 #linux Change 3146208 on 2016/09/29 by Dmitry.Rekman Linux: fix PhysX crash (UE-36613). - PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above. - This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun. #jira UE-36613 Change 3146476 on 2016/09/30 by Josh.Adams - Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose Change 3146554 on 2016/09/30 by Josh.Adams - Removed another wolf secret log Change 3146626 on 2016/09/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3146712 on 2016/09/30 by Josh.Adams - Fixed case for building Android on Linux #jira #UE-36652 Change 3146844 on 2016/09/30 by Josh.Adams - Removed ES2 shader compiling from TVOS, and force Metal compiling #jira UE-36306 Change 3146865 on 2016/09/30 by Daniel.Lamb Removed temp logging for materials #test Launch on paragon Change 3146874 on 2016/09/30 by Dmitry.Rekman Linux: add rpath for libTextureConverter.so (UE-36620). Change 3147030 on 2016/09/30 by Josh.Adams - Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks #jira UE-36623 Change 3147151 on 2016/09/30 by Josh.Adams - Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling? Change 3147621 on 2016/09/30 by Michael.Trepka Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac Change 3147712 on 2016/09/30 by Josh.Adams - Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform. #jira UE-36225 Change 3147725 on 2016/09/30 by Josh.Adams - Fixed yet another Wolf log for people with Wolf access but no SDK [CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
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Platform set changes Improved UX For Device Tree and CVar Conditions - Clean up Niagara Device Tree - new bIsVisibleForAsssets value in device profiles to have them indicate which device profiles should be visible in other assets. - Improved tooltips and colouring on device tree to better show what is enabled/disabled and why. - Added tooltips for CVar conditions to text entry and suggestion boxes showing the CVar help text. PlatformSet Redirect feature = - Can redirect usage of device profiles to other device profiles or CVar conditions. - Allows fixup of content referncing legacy device profiles. - Adding CVar fx.Niagara.LegacyDeviceProfiles to facilitate some legacy DP fixup. Platforms now specifiy a min & max Niagara Quality Level they support which reduces need for trawling ini files and allows fragments to set quality level. CVar Conditions now have more control over what occurs when the condition is passed or failed. Previously they could only disable the set when the condition is failed which is now the default. Misc Fixes - Preview DP is cleared before restoring CVar states so CVar callbacks have the correct preview DP value. - Data Driven CVars are now updated correctly when default is modified in project settings. - Console Manager now has a callback when CVars are unregistered. - Utility function for calling a functor on all platform sets in a Niagara system. - Tweaked callbacks for CVar changes so updates are defered and also limited to only refresh things that references changed CVars. #rb Stu.Mckenna, Josh.Adams #preflight 6228bc3a1f1ec97d4e89a3c4 #ROBOMERGE-OWNER: josh.adams #ROBOMERGE-AUTHOR: simon.tovey #ROBOMERGE-SOURCE: CL 19321301 via CL 19321315 via CL 19325452 via CL 19327333 via CL 19327341 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19348289 by josh adams in ue5-main branch]
2022-03-10 22:03:54 -05:00
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iPhone11,8=iPhoneXR
iPhone12,1=iPhone11
iPhone12,3=iPhone11Pro
iPhone12,5=iPhone11ProMax
iPhone12,8=iPhoneSE2
iPhone13,1=iPhone12Mini
iPhone13,2=iPhone12
iPhone13,3=iPhone12Pro
iPhone13,4=iPhone12ProMax
iPhone14,2=iPhone13Pro
iPhone14,3=iPhone13ProMax
iPhone14,4=iPhone13Mini
iPhone14,5=iPhone13
iPod9,1=iPodTouch7
iPad5,[1,2]=iPadMini4
iPad5,[3,4]=iPadAir2
iPad6,[3,4]=iPadPro97
iPad6,[7,8]=iPadPro129
iPad6,11=iPad5
iPad6,12=iPad5
iPad7,[1,2]=iPadPro2_129
iPad7,[3,4]=iPadPro105
iPad7,[5,6]=iPad6
iPad7,11=iPad7
iPad7,12=iPad7
iPad8,[1-4]=iPadPro11
iPad8,[5-8]=iPadPro3_129
iPad8,9=iPadPro2_11
iPad8,10=iPadPro2_11
iPad8,11=iPadPro4_129
iPad8,12=iPadPro4_129
iPad11,[1,2]=iPadMini5
iPad11,[3,4]=iPadAir3
iPad11,[6,7]=iPad8
iPad12,[1,2]=iPad9
iPad13,[1,2]=iPadAir4
iPad13,[4-7]=iPadPro3_11
iPad13,[8-11]=iPadPro5_129
iPad14,[1,2]=iPadMini6
AppleTV5,=AppleTV
AppleTV6,=AppleTV4K
; Below are generic fallbacks for unrecognized devices. Add any specific devices above this section.
iPhone=iPhone13
iPod=iPodTouch7
iPad=iPad9
AppleTV=AppleTV4K
[IOS DeviceProfile]
DeviceType=IOS
BaseProfileName=
Platform set changes Improved UX For Device Tree and CVar Conditions - Clean up Niagara Device Tree - new bIsVisibleForAsssets value in device profiles to have them indicate which device profiles should be visible in other assets. - Improved tooltips and colouring on device tree to better show what is enabled/disabled and why. - Added tooltips for CVar conditions to text entry and suggestion boxes showing the CVar help text. PlatformSet Redirect feature = - Can redirect usage of device profiles to other device profiles or CVar conditions. - Allows fixup of content referncing legacy device profiles. - Adding CVar fx.Niagara.LegacyDeviceProfiles to facilitate some legacy DP fixup. Platforms now specifiy a min & max Niagara Quality Level they support which reduces need for trawling ini files and allows fragments to set quality level. CVar Conditions now have more control over what occurs when the condition is passed or failed. Previously they could only disable the set when the condition is failed which is now the default. Misc Fixes - Preview DP is cleared before restoring CVar states so CVar callbacks have the correct preview DP value. - Data Driven CVars are now updated correctly when default is modified in project settings. - Console Manager now has a callback when CVars are unregistered. - Utility function for calling a functor on all platform sets in a Niagara system. - Tweaked callbacks for CVar changes so updates are defered and also limited to only refresh things that references changed CVars. #rb Stu.Mckenna, Josh.Adams #preflight 6228bc3a1f1ec97d4e89a3c4 #ROBOMERGE-OWNER: josh.adams #ROBOMERGE-AUTHOR: simon.tovey #ROBOMERGE-SOURCE: CL 19321301 via CL 19321315 via CL 19325452 via CL 19327333 via CL 19327341 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19348289 by josh adams in ue5-main branch]
2022-03-10 22:03:54 -05:00
bIsVisibleForAssets=True
; HZB will be slower with tiled, and not needed
+CVars=r.HZBOcclusion=0
; Non need for depth prepass
+CVars=r.EarlyZPass=0
; Needs geometry shader support
+CVars=r.TranslucentLightingVolume=0
; Needs geometry shader support
+CVars=r.AllowPointLightCubemapShadows=0
; Not sure on this one - may need the whole D Buffer stuff going
+CVars=r.Decal.StencilSizeThreshold=-1
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
+CVars=slate.AbsoluteIndices=1
+CVars=r.MorphTarget.Mode=0
; PF_B8G8R8A8
+CVars=r.DefaultBackBufferPixelFormat=0
; Scalability
+CVars=sg.AntiAliasingQuality=0
+CVars=sg.ShadowQuality=1
+CVars=sg.ViewDistanceQuality=3
+CVars=sg.PostProcessQuality=3
+CVars=sg.TextureQuality=3
+CVars=sg.EffectsQuality=3
+CVars=sg.FoliageQuality=3
; PreviewAllowlistCVars and PreviewDenyListCVars are arrays of cvars (or prefixes) that are included or excluded from being applied in editor preview
; If any PreviewAllowlistCVars is set, cvars are denied by default.
PreviewAllowlistCVars=sg.
[iPhone6S DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=326
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=sg.ShadowQuality=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPhone6SPlus DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=401
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=sg.ShadowQuality=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
[iPhoneSE DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=326
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
+CVars=r.MobileContentScaleFactor=2
+CVars=sg.PostProcessQuality=3
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
[iPhone7 DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6S
+CVars=ios.PhysicalScreenDensity=326
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
+CVars=r.MobileContentScaleFactor=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
[iPhone7Plus DeviceProfile]
DeviceType=IOS
BaseProfileName=iPhone6SPlus
+CVars=ios.PhysicalScreenDensity=401
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
+CVars=r.MobileContentScaleFactor=2
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Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3233741) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== [NOTE: Switch changes have been removed from this list, and will be in a comment in //UE4/Main/Engine/Build/Switch/SwitchChanges.txt] Change 3207431 on 2016/11/22 by Keith.Judge Make VectorSign on XB1 match (incorrect) SSE implementation rather than the reference FPU implementation. Too many things seem to rely on this to change the default behaviour now. #jira UE-36921 #jira UE-38560 Change 3208206 on 2016/11/22 by Josh.Adams - Changed plugins upgrading a content-only project to code-based, even if the modules inside aren't compiled for the current platform. There are issues with runtime not knowing the plugin isn't needed. The proper way is to non-whitelist the platform in the project, not in the modules, if you don't want it to upgrade the project. See the comments in this change for more info. #jira UE-38929 Change 3209137 on 2016/11/23 by Alicia.Cano Add a check to iOS tool chain for exception flag #jira UE-36528 #ios Change 3209296 on 2016/11/23 by Ben.Marsh Always send build failure notifications in Dev-Platform to Will.Fissler@epicgames.com and Owen.Stupka@epicgames.com Change 3211316 on 2016/11/28 by Joe.Barnes Fix some typos Change 3211318 on 2016/11/28 by Joe.Barnes Fix wrong function name in header file. Didn't match actual function name in RenderingThread.cpp Change 3213227 on 2016/11/29 by Dmitry.Rekman Add -fPIC to libwebsockets on Linux. Change 3213463 on 2016/11/29 by Nick.Shin helper build scripts for CentOS 7 Linux (via Docker) LINUX: pull source and compile: zlib openssl libcurl & libwebsockets using [ glibc 2.17 ] & [ gcc 4.8.5 ] Docker creates an image (that is essentially a CentOS box) and runs the build script within that environment (called a container). think of this as a VM -- but waaaaaaay better -- nothing is virtualized -- it's all on the metal. #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1203 - Add Linux library for libwebsockets #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 3213939 on 2016/11/29 by Michael.Trepka Ignore parent widget's geometry scale when showing a popup menu in a separate window #jira UE-38706 Change 3215583 on 2016/11/30 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3216345 on 2016/11/30 by Josh.Adams Better fix for poison proxy fix Change 3217106 on 2016/12/01 by Michael.Trepka Fixed a crash caused by an attempt to use FPlayWorldCommands::GlobalPlayWorldActions before it's initialized when showing suppressable warning dialogs in UEditorEngine::UpdateAutoLoadProject() #jira UE-38816 Change 3217223 on 2016/12/01 by Josh.Adams - Fixed some TEXT macro warnings that crept in from IWYU changes Change 3217253 on 2016/12/01 by Dmitry.Rekman Linux: fix GL crash (UE-17649). - Making sure all streams are set up. Fix by Cengiz. Change 3217473 on 2016/12/01 by Daniel.Lamb Fixed a case when we load a map it might not have it's sublevels loaded because it's not treated like a map. #test cook run QAGame Change 3217588 on 2016/12/01 by Peter.Sauerbrei Pull in IPv6 fix Change 3217654 on 2016/12/01 by Michael.Trepka Changed the Mac-specific high DPI code to use system backingScaleFactor only if NSHighResolutionCapable in Info.plist is set to true. This solves the problem with macOS Sierra giving us actual backingScaleFactor values even in low DPI modes. Change 3217873 on 2016/12/01 by Josh.Adams - Added some logging to a tvOS assert, since debugging it right away is tricky Change 3218097 on 2016/12/01 by Josh.Adams - Fixed up the Switch MediaFramework, making editor better, etc - ALso changed PS4 and Xbox plugins to be enabled by default by having two entries in the plugin module for the Factory modules (an editor only entry, and a platform specific runtime entry... this will make it so that UE4Game.exe won't ahve it compiled in, even with it enabled by default) Change 3218133 on 2016/12/01 by Dmitry.Rekman Linux: report server hangs by crashing the hung thread (UE-39164). Change 3218512 on 2016/12/01 by Josh.Adams - Made the MfMedia plugin to be distributable in public builds, since it's for Windows and Xbox Change 3219804 on 2016/12/02 by Dmitry.Rekman Linux: fix project settings crash (UE-38800). - Also submitted as a pull request #2945. Change 3220027 on 2016/12/02 by Nick.Shin plow all physx libs into build NOTE: most browsers will not function - chrome and firefox nightly only works checking this in as per email #jira UE-38323 VehicleTemplate Vehicle does not move in HTML5 Change 3221620 on 2016/12/05 by Joe.Barnes UE-37275 - Temporary workaround for log lines losing carriage returns. Add's a \n when outputting lines if there isn't one at the end. Change 3221689 on 2016/12/05 by Dmitry.Rekman Attempt to change/rename. Change 3221700 on 2016/12/05 by Dmitry.Rekman Another attempt to change renamed file (from Linux). Change 3221731 on 2016/12/05 by Michael.Trepka Added missing initialization for FAvfVideoSampler::MetalTextureCache #jira UE-38689 Change 3221792 on 2016/12/05 by Michael.Trepka Fixed a crash in FMetalDynamicRHI::RHIAsyncReallocateTexture2D for PVRTC2 textures Change 3222675 on 2016/12/05 by Josh.Adams - Removed some resolution setting junk that was recently added to PlatformerGame - settings resolution on AppleTV is bad, it doesn't need to change resolution on non-desktop platforms #jira UE-39188 Change 3223546 on 2016/12/06 by Brent.Pease + Properly set and use the realtime compression for ios. + Reduce unused memory on ios from the precached first buffer + Fix a resource tracking issue that was causing a double free on the sound buffer Change 3223785 on 2016/12/06 by Brent.Pease + Add support for iPhone7 (implemented by peter.sauerbrei, merged in from WEX) #jira ue-38701 Change 3224314 on 2016/12/06 by Chris.Babcock Send OnTargetPlatformChangedSupportedFormats when format changed in Android project settings in editor #jira UE-38361 #ue4 #android Change 3225367 on 2016/12/07 by Josh.Adams - Added FKey::Virtual_Accept and Virtual_Back, which will map to FaceButton Right/Down appropriately based on platform (Switch swaps them) - Made changes to ShooterGame and VehicleGame for Virtual_Accept and Back - Added some icons for ShooterGame, and changed some text blocks to SRichTextBlock to insert the icons Change 3225426 on 2016/12/07 by Chris.Babcock Add missing Android UPL file for binary builds #jira UE-39420 #ue4 #android Change 3225471 on 2016/12/07 by Dmitry.Rekman Update all platforms to C++14. Change 3225525 on 2016/12/07 by Nick.Shin Cook-On-The-Fly for HTML5 - re-enabled: ENetworkFileServerProtocol::NFSP_Http - cleaned up port numbers used with cook-on-the-fly situations - fixed null_ptr in NetworkFileServerHttp.cpp - fix CORS issue with HTML5LaunchHelper (not really needed -- but doesn't hurt to have it in the test server) - finally, the core of the jira issue: o fix serialization bug: do not append zero sized data o fix de-serialization bug: removed double insertion of packet "Marker and Size" header #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3225690 on 2016/12/07 by Dmitry.Rekman Linux: improvements in touch support. - Multiple fingers. - Filtering out "moved" events from the same location. - Consistent logging. (Edigrating 3225194 from Wombat to Dev-Platform) Change 3225868 on 2016/12/07 by Josh.Stoddard Gracefully handle delete without matching new on iOS & Mac #jira UE-39395 Change 3226159 on 2016/12/07 by Omar.Rodriguez UEPLAT-1423 WEX: Improved virtual keyboard for Android * Renamed old virtual keyboard functions by adding "Dialog" suffix to the name * Added new virtual keyboard functions that use InputMethodManager to show/hide keyboard * Hide the virtual keyboard, if shown, onPause * Slate edit box decides which functions to call for showing/hiding keyboard - eventually will be based on command line parameter like in IOS #jira UEPLAT-1423 Change 3226167 on 2016/12/07 by Dmitry.Rekman Allow running as root on ARM. (Edigrating 3204974 to Dev-Platform) Change 3226168 on 2016/12/07 by Dmitry.Rekman Print current CVar value when denying an override. (Based on CL 3205476). Change 3226169 on 2016/12/07 by Dmitry.Rekman Allow enabling sound (if disabled by default). (Based on CL 3205505) Change 3226171 on 2016/12/07 by Dmitry.Rekman Allow running from symlinks. (Edigrating 3205518 to Dev-Platform). Change 3226174 on 2016/12/07 by Dmitry.Rekman Linux: do not init SDL audio (we do not use it anyway). (Based on CL 3205505). Change 3226327 on 2016/12/07 by Nick.Shin fix CIS warning #jira UE-38281 Quicklaunch UFE HTML5 fails to get COTF Header Size Change 3226506 on 2016/12/08 by Dmitry.Rekman Fix one more case-sensitive misspelling (UE-39030). - Submitted as part of PR #2976. Change 3226542 on 2016/12/08 by Dmitry.Rekman Linux: fix weirdness with tesselation in GL4 (UE-32865). - Workaround by CengizT. Proper fix tracked as UE-39489. Change 3226570 on 2016/12/08 by Dmitry.Rekman Fix for ar failing due to too long command line (UE-39009). - Based on PR #2973. Change 3226575 on 2016/12/08 by Dmitry.Rekman Add build-essential to dependencies (UE-39053). - PR #2981 contributed by cpyarger. Change 3227129 on 2016/12/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Fixed up a deferred GL error as well Fixed some copyrights of files not in main Change 3227260 on 2016/12/08 by Omar.Rodriguez UE-39140 Projects with iCloud are failing provisioning check when code signing. * Set default value of bEnableCloudKitSupport to False * Set value of get-task-allow to true only on non-distribution builds * Only write out the entitlements file if changes have been made #jira UE-39140 Change 3229312 on 2016/12/09 by Dmitry.Rekman Fix missing responses (UE-39572). - Proper implementation of UE-39009. Change 3230849 on 2016/12/12 by Dmitry.Rekman Linux: fixed Android packaging (UE-39635). - Misspelled case; fixed by JohnHenry Carawon. #jira UE-39635 Change 3231591 on 2016/12/12 by Peter.Sauerbrei fix for splash screen not being turned off by default #jira UE-39591 Change 3231880 on 2016/12/12 by Josh.Adams - Fixing StaticAnalysis warnings, but -enablecodeanalysis stopped working for some reason, and the /Zm thing has hit me really hard, so this is a hopeful checkin for static analysis issues #jira UE-39680 Change 3232816 on 2016/12/13 by Dmitry.Rekman Linux: fix for CEF (UE-39682) - Fix by Cengiz.Terzibas. Change 3232873 on 2016/12/13 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3232933 on 2016/12/13 by Josh.Adams - Missed the files that were needed to fix up after merge from main, but didn';t come from main Change 3233066 on 2016/12/13 by Ben.Marsh UBT: Ignore exception if PATH variable contains invalid characters when looking for XGE. Change 3233512 on 2016/12/13 by Ben.Marsh Fix static analysis warnings. [CL 3233813 by Josh Adams in Main branch]
2016-12-13 19:47:16 -05:00
[iPhone8 DeviceProfile]
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BaseProfileName=iPhone7
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[iPhoneX DeviceProfile]
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[iPhoneXS DeviceProfile]
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[iPhoneXSMax DeviceProfile]
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BaseProfileName=iPhone8
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[iPhoneXR DeviceProfile]
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BaseProfileName=iPhone8
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[iPhone11 DeviceProfile]
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BaseProfileName=iPhone8
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[iPhone11Pro DeviceProfile]
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BaseProfileName=iPhone8
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[iPhone11ProMax DeviceProfile]
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BaseProfileName=iPhone8
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[iPhoneSE2 DeviceProfile]
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[iPhone12Mini DeviceProfile]
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[iPhone12 DeviceProfile]
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[iPhone12Pro DeviceProfile]
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[iPhone12ProMax DeviceProfile]
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[iPhone13Mini DeviceProfile]
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[iPhone13 DeviceProfile]
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[iPhone13Pro DeviceProfile]
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[iPhone13ProMax DeviceProfile]
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[iPodTouch7 DeviceProfile]
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+CVars=r.MobileContentScaleFactor=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPadAir2 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=264
+CVars=sg.PostProcessQuality=3
+CVars=sg.ShadowQuality=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[iPadMini4 DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=401
+CVars=sg.PostProcessQuality=2
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
[iPadPro DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=264
+CVars=r.MobileContentScaleFactor=1.5
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
+CVars=g.TimeoutForBlockOnRenderFence=3000000
+CVars=r.Decal.StencilSizeThreshold=0.1
+CVars=r.MetalComputeParameterSize=1024
+CVars=r.EarlyZPass=3
+CVars=sg.ShadowQuality=3
+CVars=sg.PostProcessQuality=3
+CVars=sg.AntiAliasingQuality=3
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
[iPadPro97 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
[iPadPro129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
Copying //UE4/Release-Staging-4.12 to //UE4/Dev-Main (Source: //UE4/Release-4.12 @ 2962397) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change 2962347 on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change 2961462 on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change 2961442 on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change 2961278 on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change 2960841 on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change 2958176 on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
2016-05-06 15:20:28 -04:00
[iPadPro105 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro11 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro2_11 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro3_11 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPad5 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPad6 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPad7 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPad8 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPad9 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro97
+CVars=ios.PhysicalScreenDensity=264
[iPadPro2_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro3_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro4_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadPro5_129 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadAir3 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadAir4 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=264
[iPadMini5 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=401
[iPadMini6 DeviceProfile]
DeviceType=IOS
BaseProfileName=IPadPro
+CVars=ios.PhysicalScreenDensity=326
[AppleTV DeviceProfile]
DeviceType=IOS
BaseProfileName=IOS
+CVars=ios.PhysicalScreenDensity=0
+CVars=sg.PostProcessQuality=3
+CVars=sg.ShadowQuality=3
+CVars=r.Mobile.AmbientOcclusionQuality=0
+CVars=r.Mobile.PixelProjectedReflectionQuality=0
[AppleTV4K DeviceProfile]
DeviceType=IOS
BaseProfileName=AppleTV
+CVars=ios.PhysicalScreenDensity=0
;----------------
; Android devices
; These rules are checked in turn and stop at the profile that matches all criteria
[/Script/AndroidDeviceProfileSelector.AndroidDeviceProfileMatchingRules]
; Match Quest devices directly
+MatchProfile=(Profile="Oculus_Quest",Match=((SourceType=SRC_DeviceMake,CompareType=CMP_Equal,MatchString="Oculus"), (SourceType=SRC_HMDSystemName,CompareType=CMP_Equal,MatchString="Oculus Quest")))
+MatchProfile=(Profile="Oculus_Quest2",Match=((SourceType=SRC_DeviceMake,CompareType=CMP_Equal,MatchString="Oculus"), (SourceType=SRC_HMDSystemName,CompareType=CMP_Equal,MatchString="Oculus Quest2")))
; Adreno-based devices
+MatchProfile=(Profile="Android_Adreno4xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 4[0-9][0-9]")))
+MatchProfile=(Profile="Android_Adreno5xx_Low",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-1][0-9]")))
+MatchProfile=(Profile="Android_Adreno5xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 5[0-9][0-9]")))
; Example profiles for Vulkan SM5
;+MatchProfile=(Profile="Android_Vulkan_SM5",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
;+MatchProfile=(Profile="Android_Vulkan_SM5_Mali",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G7[67]"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno6xx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno6xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 6[0-9][0-9]")))
+MatchProfile=(Profile="Android_Adreno7xx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 7[0-9][0-9]"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Adreno7xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno \\(TM\\) 7[0-9][0-9]")))
; Enable Vulkan on any unknown Adreno running Android 10 or later
+MatchProfile=(Profile="Android_Unknown_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Adreno"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
; Mali-based devices
+MatchProfile=(Profile="Android_Mali_T6xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T6")))
+MatchProfile=(Profile="Android_Mali_T7xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T7")))
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
+MatchProfile=(Profile="Android_Mali_T8xx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-T8")))
+MatchProfile=(Profile="Android_Mali_G71",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G71($| )")))
+MatchProfile=(Profile="Android_Mali_G72_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G72"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="9"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G72",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G72")))
+MatchProfile=(Profile="Android_Mali_G76_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G76"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G76",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G76")))
+MatchProfile=(Profile="Android_Mali_G77_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G77"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G77",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G77")))
+MatchProfile=(Profile="Android_Mali_G78_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G78"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G78",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G78")))
+MatchProfile=(Profile="Android_Mali_G710_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G710"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Mali_G710",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali\\-G710")))
; Enable Vulkan on any unknown Mali running Android 10 or later
+MatchProfile=(Profile="Android_Unknown_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="^Mali"),(SourceType=SRC_AndroidVersion, CompareType=CMP_Regex,MatchString="([0-9]+).*"),(SourceType=SRC_PreviousRegexMatch,CompareType=CMP_GreaterEqual,MatchString="10"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
; Samsung Exynos / Xclipse GPU-based devices use Vulkan by default.
+MatchProfile=(Profile="Android_Xclipse_920_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Samsung Xclipse 920"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_Xclipse_920",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="Samsung Xclipse 920")))
; PowerVR based devices
+MatchProfile=(Profile="Android_PowerVR_G6xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue G6[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GT7xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GT7[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GE8xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GE8[0-9]+")))
+MatchProfile=(Profile="Android_PowerVR_GM9xxx_Vulkan",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GM9[0-9]+"),(SourceType=SRC_VulkanAvailable,CompareType=CMP_Equal,MatchString="true")))
+MatchProfile=(Profile="Android_PowerVR_GM9xxx",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Regex,MatchString="PowerVR Rogue GM9[0-9]+")))
; Tegra devices
+MatchProfile=(Profile="Android_TegraK1",Match=((SourceType=SRC_GpuFamily,CompareType=CMP_Equal,MatchString="NVIDIA Tegra"),(SourceType=SRC_GlVersion,CompareType=CMP_Regex,MatchString="^OpenGL ES 3\\.")))
; Android_Default is the profile of last resort
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
[Android DeviceProfile]
DeviceType=Android
BaseProfileName=
Platform set changes Improved UX For Device Tree and CVar Conditions - Clean up Niagara Device Tree - new bIsVisibleForAsssets value in device profiles to have them indicate which device profiles should be visible in other assets. - Improved tooltips and colouring on device tree to better show what is enabled/disabled and why. - Added tooltips for CVar conditions to text entry and suggestion boxes showing the CVar help text. PlatformSet Redirect feature = - Can redirect usage of device profiles to other device profiles or CVar conditions. - Allows fixup of content referncing legacy device profiles. - Adding CVar fx.Niagara.LegacyDeviceProfiles to facilitate some legacy DP fixup. Platforms now specifiy a min & max Niagara Quality Level they support which reduces need for trawling ini files and allows fragments to set quality level. CVar Conditions now have more control over what occurs when the condition is passed or failed. Previously they could only disable the set when the condition is failed which is now the default. Misc Fixes - Preview DP is cleared before restoring CVar states so CVar callbacks have the correct preview DP value. - Data Driven CVars are now updated correctly when default is modified in project settings. - Console Manager now has a callback when CVars are unregistered. - Utility function for calling a functor on all platform sets in a Niagara system. - Tweaked callbacks for CVar changes so updates are defered and also limited to only refresh things that references changed CVars. #rb Stu.Mckenna, Josh.Adams #preflight 6228bc3a1f1ec97d4e89a3c4 #ROBOMERGE-OWNER: josh.adams #ROBOMERGE-AUTHOR: simon.tovey #ROBOMERGE-SOURCE: CL 19321301 via CL 19321315 via CL 19325452 via CL 19327333 via CL 19327341 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19348289 by josh adams in ue5-main branch]
2022-03-10 22:03:54 -05:00
bIsVisibleForAssets=True
+CVars=r.MobileContentScaleFactor=1.0
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3383462) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3292174 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Linux toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292193 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - ThirdParty libs compiled with new toolchain with wasm support #jira UEPLAT-1437 Switch [to] web assembly Change 3292215 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and wbegl2 support - emscripten toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3292222 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm support - ENGINE changes (c# & cpp files) #jira UEPLAT-1437 Switch [to] web assembly Change 3292223 on 2017/02/08 by Nick.Shin HTML5 merge ThirdParty lib build scripts from Dev-Platform to Dev-Mobile Change 3292228 on 2017/02/08 by Nick.Shin HTML5 emscripten: webgl support - webgl patches - and a lot of UE4 patches to package HTML5 on LINUX - mostly from mozilla's jukka -- thx jukka! #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3292285 on 2017/02/08 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - Windows toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3293994 on 2017/02/09 by Nick.Shin HTML5 emscripten: wasm and webgl2 support - OSX toolchain #jira UEPLAT-1437 Switch [to] web assembly Change 3294391 on 2017/02/09 by Nick.Shin HTML5 "black box issues" revisited - jukka rewrote the window resize handler -- much cleaner and more straightforward #jira UE-36341 HTML5 - View is incorrectly drawn #jira UE-32311 Templates on Firefox/Chrome on HTML5 are not full screen during Launch On Change 3296421 on 2017/02/10 by Jack.Porter Fix landscape spline segment splitting placing when using streaming levels Change 3296587 on 2017/02/10 by Jack.Porter Additional fix for landscape spline segment splitting when using streaming levels Change 3301241 on 2017/02/14 by Mi.Wang Fixed DeviceProfileEditor bug for incorrect clamp the Texture Mip LOD size. #jira UE-36237 #rb jack.porter Change 3301387 on 2017/02/14 by Nick.Shin HTML5 emscripten: webgl support - webgl patches from mozilla's jukka + hardware instancing + glBlitFramebuffer + GL AlaphaBlendOperation #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3301405 on 2017/02/14 by Nick.Shin HTML5 plugin fix when blueprint projects are promoted to code projects automatically. #jira UE-41710 HTML5 - Package Failure - Failed to Produce item ProjectName-OnlineSubsystemNull.bc Change 3302278 on 2017/02/14 by Omar.Rodriguez UE-36651: Mac Vulkan Android Projects crash on launch. * Glslang library has been built for Mac but flag was not updated * Set GlslangAvailable to true for Mac when building an Android project with vulkan #jira UE-36651 Change 3302773 on 2017/02/14 by Chris.Babcock Add a dropdown with some common console commands on Android (contributed by rafortis) #jira UE-40834 #PR #3143 #ue4 #android Change 3305604 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader- turn on: instance static mesh vertex factory #jira UEPLAT-828 (4.16) Support ES3 / WebGL2 in HTML5 Change 3308154 on 2017/02/16 by Nick.Shin HTML5 GitHub PR #jira UE-42019 GitHub 3258 : Added suport for emscripten --pre-js and --post-js option when building for HTML5 Change 3308510 on 2017/02/16 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3308971 on 2017/02/17 by Jack.Porter Fix for landscape painting when height<0 in the Ortho viewports Change 3309075 on 2017/02/17 by Allan.Bentham Include static subject meshes when masking out modulated shadow casters. #jira UE-41581 Change 3309531 on 2017/02/17 by Chris.Babcock Handle large OBB files in APK #jira UE-41443 #ue4 #android Change 3311320 on 2017/02/19 by Dmitriy.Dyomin Fixed: Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU) #jira UE-41970 Change 3311347 on 2017/02/20 by Dmitriy.Dyomin Fixed: Engine Crashes When Previewing ES3_1 With Material Using World Position Offset (Need Custom Stencil) #jira UE-41976 Change 3311398 on 2017/02/20 by Dmitriy.Dyomin Fixed: Landscapes do not render on PowerVR device #jira UE-35530 Change 3311428 on 2017/02/20 by Dmitriy.Dyomin Fixed: Exposure Is More Extreme In High-End Mobile Preview Modes #jira UE-42036 Change 3311448 on 2017/02/20 by Dmitriy.Dyomin Fixed: Packaged game Crashes on android after entering "Help" command twice #jira UE-41956 Change 3311587 on 2017/02/20 by Allan.Bentham ES2 GLSL - Silently swap all uint to ints #jira UE-41548 Change 3313930 on 2017/02/21 by Allan.Bentham Print literal uints as ints when generating ES2 code. #jira UE-41548 Change 3317924 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317929 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3317951 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318004 on 2017/02/22 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318669 on 2017/02/23 by Nick.Shin HTML5 emscripten: wasm & webgl2 support - RC1 - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318672 on 2017/02/23 by Nick.Shin HTML5 webgl2 shader fixes #jria UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3318819 on 2017/02/23 by Dmitriy.Dyomin Fixed: Rendering artifacts with bloom on iPhone7 Metal #jira UE-40978 Change 3319702 on 2017/02/23 by Chris.Babcock Disable eglSwapInterval since it can cause issues with some drivers #ue4 #android Change 3320880 on 2017/02/24 by Dmitriy.Dyomin Added r.Mobile.TonemapperFilm cvar which can be used to enable/disable filmic tonemapper on mobile, independently from desktop (disabled by default) #jira UEMOB-195 Change 3321042 on 2017/02/24 by Jack.Porter Fixed incorrect sizeof in Vulkan pipleine cache pointed out here: http://coconutlizard.co.uk/blog/ue4/ue4-its-a-size-jim/ #code_review: rolando.caloca Change 3322383 on 2017/02/24 by Chris.Babcock Fix issue with ad banner on Android 7.0 devices #jira UE-42390 #ue4 #android Change 3322479 on 2017/02/24 by Omar.Rodriguez UEMOB-199 - WEX: Improved virtual keyboard for Android * Calculating the area covered by the virtual keyboard * Calling OnVirtualKeyboardShown and OnVirtualKeyboardHidden events * Passing the Rect of the area covered by the virtual keyboard OnVirtualKeyboardShown event #jira UEMOB-199 Change 3323353 on 2017/02/27 by Allan.Bentham Fix broken mobile scene captures when !mobileHDR and RHINeedsToSwitchVerticalAxis #jira UE-42191 Change 3323431 on 2017/02/27 by Allan.Bentham CIS fix Change 3323687 on 2017/02/27 by Allan.Bentham Disable GRHINeedsUnatlasedCSMDepthsWorkaround for mobile devices. #jira UE-42131 Change 3324652 on 2017/02/28 by Dmitriy.Dyomin Fixed: Canvas elements appear darker on iOS Metal Change 3324885 on 2017/02/28 by Jack.Porter Fixed "Minimum iOS Version" setting display name #jira UE-42270 Change 3324899 on 2017/02/28 by Jack.Porter GitHub 3063 : removed duplicate gc.MaxObjectsInGame setting in IOSEngine.ini #jira UE-40018 #3063 Change 3324932 on 2017/02/28 by Jack.Porter GitHub 3257 : iPhonePackager errors in output log when opening project settings on Windows #jira UE-41984 #3257 #codereview: Peter.Sauerbrei Change 3324956 on 2017/02/28 by Jack.Porter FOpenGLFrontend::GetMaxSamplers incorrect for IOS #jira UE-42038 #3264 Change 3325478 on 2017/02/28 by Allan.Bentham PR # 3188 : Fix far distance bug with cascaded shadows on mobile (Metal) and PC mobile preview (Contributed by ufna) #jira UE-41442 Change 3327300 on 2017/03/01 by Allan.Bentham PR #3175 : Fixes high quality reflection blending seams (Contributed by kallehamalainen) #jira UE-41257 Change 3328917 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini #jira UE-41584 Editor locks up when adding an element for HTML5 devices on Mac #jira UE-41701 Editor freezes when setting browser filepath for inserted element in project settings Change 3329169 on 2017/03/02 by Allan.Bentham increase render thread timeout to 1 minute for suntemple / android. Prevents low end devices timing out during load. #jira UE-40696 Change 3330849 on 2017/03/02 by Nick.Shin HTML5 project settings expose ini settings to edtior HTML5 project settings panel #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3331078 on 2017/03/03 by Dmitriy.Dyomin Fixed: Device output log partial lines integrated from WEX (3250488) Change 3331112 on 2017/03/03 by Dmitriy.Dyomin Reduced state setup for slate draw calls (saves about 4ms RT time on mobile) integrated from WEX (3256584) Change 3331117 on 2017/03/03 by Dmitriy.Dyomin Fixed redundant blend state changes in opengl integrated from WEX (3256586) Change 3331173 on 2017/03/03 by Dmitriy.Dyomin Slate pixel shaders will use half precision where possible on mobile integrated from WEX (3256656) Change 3332865 on 2017/03/06 by Dmitriy.Dyomin Better MobileContentScaleFactor defaults for iOS devices #jira UEMOB-330 Change 3333129 on 2017/03/06 by Peter.Sauerbrei move to Library/Caches instead of documents for saved files re-enable iterative deploy on TVOS #jira UEMOB-284 Change 3334692 on 2017/03/06 by Jack.Porter Allow r.MobileContentScaleFactor to be changed at runtime on Android #jira UEMOB-173 Change 3336255 on 2017/03/07 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3337094 on 2017/03/08 by Nick.Shin HTML5 project settings marking SIMD and multithreading as experimental - these do not play nice with WASM builds currently... #jira UE-42331 Project Settings - HTML5 SDK - HTML Device population should be moved to an .ini Change 3338800 on 2017/03/08 by Chris.Babcock Update AAR handling to deal with versioning, subproject dependencies for resources, and scope #jira UE-42677 #ue4 #android Change 3338813 on 2017/03/08 by Chris.Babcock Pass build configuration to UPL for access during packaging as $S(Configuration) #jira UE-42678 #ue4 #android #ios Change 3339401 on 2017/03/09 by Alicia.Cano Android runtime permissions - Fix for WRITE_EXTERNAL_STORAGE if it is not granted at time of onCreate for non-shipping builds - Fix for Location Services - Fix for if target sdk is not set to 23+ #jira UE-38512 #android #rb: chris.babcock Change 3340736 on 2017/03/09 by Chris.Babcock Implement support for new controllers (Xbox Wireless, SteelSeries Stratus XL, PS4) (contributed by TRS-justing) #jira UE-41965 #PR #3254 #ue4 #android Change 3340744 on 2017/03/09 by Jack.Porter Expose Custom Depth to Foliage #jira UE-6061 Change 3340849 on 2017/03/09 by Dmitriy.Dyomin Fixed: iOS movie become laggy and crashes when played in iPhone 6/6s. #jira UE-42351 Change 3341268 on 2017/03/10 by Alicia.Cano PR #2894: Initial VoiceModuleAndroid support. (Contributed by devbm) #jira UE-37945 #android #rb: chris.babcock, jack.porter Change 3341303 on 2017/03/10 by Allan.Bentham Remove optimisation that prevents full specular occulsion on mobile. PR #3186 : Specular can't be blocked on high-end mobile. #jira UE-41393 Change 3342304 on 2017/03/10 by Alicia.Cano build fix #rb: chris.babcock Change 3343344 on 2017/03/13 by Alicia.Cano build fix #rb: chris.babcock Change 3343591 on 2017/03/13 by Brent.Pease iOS multiplayer fix part 1. Correct byte ordering. #jira UE-34875 Change 3343669 on 2017/03/13 by Chris.Babcock Update carefullyredist script version #jira UE-42832 Change 3344212 on 2017/03/13 by Will.Fissler Various compile fixes for Xcode 8.3. These fixes must also be added to //UE4/Release-4.15. #jira UE-41313 Change 3344396 on 2017/03/13 by Chris.Babcock Fix Java 1.5 obsolete warnings #jira UE-42851 #ue4 #android Change 3345132 on 2017/03/14 by Will.Fissler Added ifdef wrapper to check clang version for presentDrawable. Change 3345336 on 2017/03/14 by Will.Fissler Moved #if (__clang_major__ > 8) || (__clang_major__ == 8 && __clang_minor__ >= 1) check inside of the presentDrawable method. Change 3345460 on 2017/03/14 by Will.Fissler ifdef changes for presentDrawable. The last submission duped the changes, instead of merging. #rb none Change 3346046 on 2017/03/14 by Will.Fissler Fixed MetalCommandBuffer.cpp [again] after last submission duped changes instead of merging. Change 3346367 on 2017/03/14 by Chris.Babcock Fix issue with GoogleVR ARMv7 libraries included for other architectures in link #ue4 #android Change 3347682 on 2017/03/15 by Allan.Bentham Enable HW sRGB correction with retainer widget's render target. Use slate's gamma correction for mobile (where no such support exists) Render retainer box RT content with gamma correction. #jira UE-40967 Change 3348712 on 2017/03/15 by Nick.Shin HTML5 - upload to S3 updated to AWS "signature version 4" authentication #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349254 on 2017/03/16 by Jack.Porter Fix for crash using the mobile previewer when the LQ lightmap shader permutation is disabled. #jira UE-42971 Change 3349739 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 better error message feedback on upload failures #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3349765 on 2017/03/16 by Alicia.Cano Disable mouseover events in Mobile Previewer #jira UE-19903 #mobile #rb: Jack.Porter Change 3350049 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 folder in bucket is optional #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3350153 on 2017/03/16 by Nick.Shin HTML5 - upload to S3 updated S3 public link generator #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3351582 on 2017/03/17 by Will.Fissler Reverting the attempted fix for Xcode 8.3: Result += " -mcpu=cortex-a9"; Currently we cannot build arm64 for iOS with this change. Change 3352085 on 2017/03/17 by Alicia.Cano iOS doesn't honor request to close the virtual keyboard leading to a crash #jira UE-36447 #ios #rb:Peter.Sauerbrei Change 3353313 on 2017/03/19 by Ben.Marsh Always allow large *.js files in Github. Change 3354444 on 2017/03/20 by Nick.Shin HTML5 - upload to S3 to help make it obvious that "upload to S3" checkbox is set/or not -- disable S3 details if checkbox for "uploading to S3" is not set #jira UE-42525 HTML5 Upload to Amazon S3 fails with Incorrect Configuration error Change 3355618 on 2017/03/20 by Nick.Shin HTML5 Save Game System - ripped out HTML5 code [from Engine's SaveGameSystem.h] and placed it in HTML5Platform.cpp - cleaned up HTML5PlatformFile.cpp (make it match as clost to linux's version) - created HTML5's own PlatformFeature & SaveGameSystem files -- and updated HTML5PlatformMisc to make use of the the new HTML5 SaveGame code #jira UE-42081 Remove heinous HTML5 code from engine Change 3355621 on 2017/03/20 by Nick.Shin remove temp debugging code #jira UE-42081 Remove heinous HTML5 code from engine Change 3356937 on 2017/03/21 by Chris.Babcock Add "stat vulkanrhi" to new console dropdown #jira UE-43149 #ue4 #android Change 3357652 on 2017/03/21 by Nick.Shin HTML5 performance speed ups added "use fixed timestep" setting option for HTML5 builds (this has been separated from Engine - General Settings - Framerate) - this is slightly different to smooth framerate and fixed framerate - thus, the timestep option was put in the HTML5 specific panel this option is based on the suggestions by jukka's post: - https://answers.unrealengine.com/questions/409629/smooth-frame-rate-and-use-fixed-frame-rate-should.html however, using this option will make the player "run faster" on (for example) thirdperson blueprint template -- but, it has no effect on other (for example) zen garden... #jira UE-30214 - Implement a warning message for fps settings Change 3360415 on 2017/03/23 by Allan.Bentham Fix crash that occurs when ES3.1 preview is used with r.MobileHDR32bppMode modes. Change 3360418 on 2017/03/23 by Allan.Bentham Disable filmic tonemapper if r.MobileHDR32bppMode is in use. #jira UE-40913 Change 3360557 on 2017/03/23 by Allan.Bentham Better fix for mobile CSM shadow flickering (UE-42131), now works for PC OpenGL based mobile preview. #jira UE-42131 Change 3362258 on 2017/03/23 by Dmitriy.Dyomin Fixed: Canvas texture element gamma issues on iOS Metal Change 3362321 on 2017/03/24 by Dmitriy.Dyomin GitHub 3173 : MaterialAO support for mobile rendering path (contributed by kallehamalainen) #3173 Change 3363550 on 2017/03/24 by Alicia.Cano build fix for devices < Android 5.0 #jira UE-43299 #android #rb: chris.babcock Change 3363687 on 2017/03/24 by Chris.Babcock Fix Android password hiding in input dialog #jira WEX-5159 #ue4 #android Change 3365280 on 2017/03/27 by Dmitriy.Dyomin Fix for GL_EXT_shader_framebuffer_fetch on Zenfone5. Use UE_EXT_shader_framebuffer_fetch define on all devices to enable extension Change 3365291 on 2017/03/27 by Dmitriy.Dyomin Copied form WEX CL# 3308653 Fixed: Enabling shader cache causes crash on NVIDIA Shield #jira UE-41639 Change 3365293 on 2017/03/27 by Dmitriy.Dyomin GitHub 3411 : Fix crash in patching utils mount method (contributed by nverenik) #jira UE-43247 #3411 Change 3365340 on 2017/03/27 by Dmitriy.Dyomin Fixed: Moving sublevel in world composition browser does not appear in Undo History #jira UE-35535 Change 3365564 on 2017/03/27 by Allan.Bentham SkyLightComponent now serializes IrradianceMap SH values. clicking Recapture sky button in mobile preview switches back to SM4/5 to update captures. Skylights that are dirty from load will trigger reflection capture update once shaders are rebuilt. #jira UE-42436 Change 3366282 on 2017/03/27 by Nick.Shin remove dead links these files to not exist anywhere in the make-3.81 subfolders #UDN-354501 #jira none Change 3366306 on 2017/03/27 by Nick.Shin HTML5 - disable multi-threading for wasm #jira UE-43219 - HTML5 disable multi-threading for wasm Change 3366307 on 2017/03/27 by Nick.Shin HTML5 packaging Shipping builds big cleanup / additions to *gz file support for amazon s3 * both, uploading to s3 * and allowing s3 to host the games there #jira UE-43002 HTML5 in Shipping fails downloading symbols files #jria UE-43001 HTML5 Shipping Projects fail looking for compressed files when "Compress files during shipping packaging" is not selected. Change 3367385 on 2017/03/28 by Allan.Bentham Display skylight serialization warning only when cooking for mobile platforms. #jira UE-42436 Change 3368583 on 2017/03/28 by Chris.Babcock Expose JAVA_HOME setting in Android SDK project settings on Mac #jira UE-43418 #ue4 #android Change 3368803 on 2017/03/28 by Chris.Babcock Fix features requested in manifest for "Daydream and Cardboard" mode #jira UE-43314 #ue4 #android Change 3369087 on 2017/03/28 by Jack.Porter Changed tooltip and added supported devices in paretheses for Android Mobile Deferred / ES31+AEP #jira UE-42438 Change 3369372 on 2017/03/29 by Allan.Bentham Fix disappearing meshes when r.mobile.allowdistancefieldshadows is disabled. #jira UE-43366 Change 3369381 on 2017/03/29 by Jack.Porter Show warnings when mobile shader permutations required for rendering are disbaled Made FReadOnlyCVARCache a singleton and added mobile CVars, used for MobileBasePassRendering. #jira UE-43050 Change 3369430 on 2017/03/29 by Allan.Bentham fix CIS build Change 3369740 on 2017/03/29 by Allan.Bentham Added Android option to enable builds with hidden symbol visbility by default. (bBuildWithHiddenSymbolVisibility) Android links with -gc-sections to remove unused code/data Add JNI_METHOD for java accessible native functions, fixed up existing JNI functions to use macro. Add support for map file generation with android. Add 'bBuildWithHiddenSymbolVisibility' to AndroidPlatform.HasDefaultBuildConfig() bBuildWithHiddenSymbolVisibility defaults to false in BaseEngine.ini #jira UEMOB-168 Change 3369975 on 2017/03/29 by Nick.Shin HTML5 - AWS S3 shareable link for shipping builds corrected #jira UE-43379 Amazon S3 Shareable link does not generate correct filepath. Change 3369998 on 2017/03/29 by Nick.Shin HTML5 python build scripts PR: https://github.com/Mozilla-Games/UnrealEngine/commit/1cb836d43c3015c6ca0fdd039072bb6c5c273db3 #jira none Change 3370214 on 2017/03/29 by Nick.Shin HTML5 - default bUseFixedTimeStep to false... #jira UE-43380 - Default HTML5 gamespeed is faster than equivalent platforms Change 3370762 on 2017/03/29 by Chris.Babcock Fixes to new keyboard for Android - Ensure the local scope ScreenRect passed into OnVirtualKeyboardShown in AndroidJNI is captured by value instead of by reference. - Moved ShowVirtualKeyboardInput's bKeyboardShowing early-out checks into the UI thread task. This allows the keyboard to continue showing when changing focus between multiple EditableTextBox widgets. #ue4 #android Change 3371344 on 2017/03/30 by Jack.Porter Fixed issue where Vulkan screenshot R/B channels were reversed on Android #jira UE-43479 Change 3372926 on 2017/03/30 by Peter.Sauerbrei start the process of sunsetting 32-bit and GLES2 on iOS #jira UE-42266 Change 3372970 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - windows toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3372989 on 2017/03/30 by Peter.Sauerbrei fix for Xcode 8.3 build with 32-bit Change 3373007 on 2017/03/30 by Peter.Sauerbrei fix for crash when online subsystem is disabled on IOS Change 3373108 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - emscripten toolchain WARNING: emscripten/incoming/source/include/libc/bit (the file) might need to be deleted first #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373163 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - OSX toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373169 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support license file updated #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rnx Change 3373287 on 2017/03/30 by Nick.Shin HTML5 - 1.36.11 emscripten - remove old SDK #jira none #rnx Change 3373289 on 2017/03/30 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - Linux toolchain #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3373595 on 2017/03/30 by Chris.Babcock Reenable GooglePlay for ARM64 now that it doesn't crash #jira UE-36198 #ue4 #android Change 3373606 on 2017/03/30 by Chris.Babcock Submitting Allan's shelved EXT_shader_framebuffer_fetch fix #ue4 #android Change 3375456 on 2017/03/31 by Chris.Babcock Add missing keycodes for Android keyboard (@ and #) #jira WEX-5777 #ue4 #android Change 3376309 on 2017/04/03 by Allan.Bentham Fix overflow issues with mobile DoF. Change 3377041 on 2017/04/03 by Will.Fissler Adding Testbed content for PlatformShowcase. Change 3377582 on 2017/04/03 by Alicia.Cano adding back in GET_ACCOUNTS permission as it is required for Reset Achievements #jira: UE-43265 #android #rb: Chris.Babcock Change 3377643 on 2017/04/03 by Peter.Sauerbrei fix for memory leak in MallocBinned #jira UE-43008 Change 3378033 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty libs compiled with new toolchain with wasm and webgl2 support #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 #rn Change 3378034 on 2017/04/04 by Nick.Shin HTML5 - 1.37.9 emscripten: wasm & webgl2 support - ThirdParty build scripts #jira UEMOB-263 Switch [to] web assembly #jira UEMOB-201 Support ES3 / WebGL2 in HTML5 Change 3378035 on 2017/04/04 by Nick.Shin HTML5 - Update GameX template to make it work with trunk Emscripten PR https://github.com/Mozilla-Games/UnrealEngine/commit/dc2b26f452948f8ee07178bc3e8742af80d8919a#commitcomment-21454978 #jira none #rn Change 3378044 on 2017/04/04 by Nick.Shin HTML5 harfbuzz - double checking recompiled with NO multithreading wasm currently does not support pthreads *** THIS IS STILL WIP *** checking in to match 3rd party libs compiled configuration #jira UE-28588 - Build HarfBuzz for HTML5 #rnx Change 3378264 on 2017/04/04 by Allan.Bentham Fix crash when using consolas font on android sdk 24 #jira UE-43464 Change 3379097 on 2017/04/04 by Nick.Shin CIS HTML5 build warning fix #jria none #rnx Change 3379333 on 2017/04/04 by Chris.Babcock Prevent inserting extra permissions into manifest multiple times #jira UE-43583 #ue4 #android Change 3380870 on 2017/04/05 by Chris.Babcock Fix merge issue Change 3380898 on 2017/04/05 by Chris.Babcock Fixed again Change 3381443 on 2017/04/05 by Chris.Babcock Fix for GearVR non-unity build #ue4 #android Change 3381941 on 2017/04/05 by Chris.Babcock Fix HTTPChunkInstaller texture format checks and missing #define warning #jira UE-43706 #ue4 #android Change 3382056 on 2017/04/05 by Chris.Babcock Updates to Android AARs needed for Facebook plugin Change 3382097 on 2017/04/05 by Chris.Babcock Disable java console cmd receiver only in shipping builds #jira UE-43710 #ue4 #android Change 3382497 on 2017/04/06 by Allan.Bentham Fix Fortnite Cooked Server crashes when joining game from lobby. #jira UE-43695 Change 3383227 on 2017/04/06 by Will.Fissler Reverted case sensitive change, from yesterday, and implemented a pragma instead. #jira UE-41313 [CL 3383473 by Jack Porter in Main branch]
2017-04-06 16:13:17 -04:00
+CVars=slate.AbsoluteIndices=1
+CVars=r.Vulkan.DelayAcquireBackBuffer=2
+CVars=r.Vulkan.RobustBufferAccess=1
+CVars=r.Vulkan.DescriptorSetLayoutMode=2
; Don't enable Vulkan by default. Specific device profiles can set this cvar to 0 to enable Vulkan.
+CVars=r.Android.DisableVulkanSupport=1
+CVars=r.Android.DisableVulkanSM5Support=1
; PF_B8G8R8A8
+CVars=r.DefaultBackBufferPixelFormat=0
; PreviewAllowlistCVars and PreviewDenyListCVars are arrays of cvars (or prefixes) that are included or excluded from being applied in editor preview.
; If any PreviewAllowlistCVars is set, cvars are denied by default.
PreviewAllowlistCVars=sg.
[Android_Preview_OpenGL DeviceProfile]
DeviceType=Android
BaseProfileName=Android
; FX.AllowGPUSorting is hardcoded to 0 in OpenGLDevice.cpp to avoid driver bugs. Emulate this behavior in preview.
+CVars=FX.AllowGPUSorting=0
[Android_Preview_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android
[Android_Low DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.MobileContentScaleFactor=0.8
; Scalability groups, see AndroidScalability.ini
+CVars=sg.ViewDistanceQuality=0
+CVars=sg.AntiAliasingQuality=0
+CVars=sg.ShadowQuality=0
+CVars=sg.PostProcessQuality=0
+CVars=sg.TextureQuality=0
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
+CVars=sg.EffectsQuality=0
+CVars=sg.FoliageQuality=0
[Android_Mid DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=r.MobileContentScaleFactor=1.0
+CVars=sg.ViewDistanceQuality=1
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=1
+CVars=sg.PostProcessQuality=1
+CVars=sg.TextureQuality=1
+CVars=sg.EffectsQuality=1
+CVars=sg.FoliageQuality=1
[Android_High DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=2
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=sg.FoliageQuality=2
+CVars=r.MobileContentScaleFactor=1.0
; Example base settings for Vulkan SM5 on Android
[Android_Vulkan_SM5 DeviceProfile]
DeviceType=Android
BaseProfileName=Android
+CVars=sg.ViewDistanceQuality=2
+CVars=sg.AntiAliasingQuality=1
+CVars=sg.ShadowQuality=2
+CVars=sg.PostProcessQuality=2
+CVars=sg.TextureQuality=2
+CVars=sg.EffectsQuality=2
+CVars=sg.FoliageQuality=2
+CVars=sg.ShadingQuality=2
+CVars=r.BloomQuality=2
+CVars=r.LightShaftQuality=1
; Shadows
+CVars=r.Shadow.MaxResolution=2048
+CVars=r.Shadow.MaxCSMResolution=2048
+CVars=r.Shadow.WholeSceneShadowCacheMb=40
+CVars=r.Shadow.CachedShadowsCastFromMovablePrimitives=0
+CVars=r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1
+CVars=r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1
+CVars=r.Shadow.DistanceScale=1.0
+CVars=r.Shadow.CSM.MaxCascades=2
+CVars=r.ShadowQuality=2
+CVars=r.Shadow.CSMShadowDistanceFadeoutMultiplier=2.5
+CVars=r.SSS.Quality=0
+CVars=r.SSS.Scale=0
+CVars=r.SSR.Quality=0
+CVars=r.VirtualTextures=1
+CVars=r.Android.DisableVulkanSM5Support=0
+CVars=r.Android.DisableVulkanSupport=0
[Android_Vulkan_SM5_Mali DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Vulkan_SM5
+CVars=r.Vulkan.DepthStencilForceStorageBit=1
[Android_Default DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
;----------------
; Adreno devices, Adreno 4xx and above are supported
[Android_Adreno4xx DeviceProfile]
DeviceType=Android
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
BaseProfileName=Android_Low
[Android_Adreno5xx_Low DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
[Android_Adreno5xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_Adreno6xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
[Android_Adreno6xx_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Adreno6xx
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Adreno7xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Adreno7xx_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Adreno7xx
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
;----------------
; Xclipse devices
[Android_Xclipse_920 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Xclipse_920_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Xclipse_920
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
;----------------
; PowerVR devices
[Android_PowerVR_G6xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
+CVars=r.SkyAtmosphere.LUT32=1
[Android_PowerVR_GT7xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
+CVars=r.SkyAtmosphere.LUT32=1
[Android_PowerVR_GE8xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
+CVars=r.SkyAtmosphere.LUT32=1
[Android_PowerVR_GM9xxx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
+CVars=r.SkyAtmosphere.LUT32=1
[Android_PowerVR_GM9xxx_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_PowerVR_GM9xxx
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
;----------------
; Mali devices, we support from Mali-T6xx and above
[Android_Mali_T6xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
+CVars=r.Android.MaliMidgardIndexingBug=1
[Android_Mali_T7xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Low
+CVars=r.Android.MaliMidgardIndexingBug=1
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
[Android_Mali_T8xx DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
+CVars=r.Android.MaliMidgardIndexingBug=1
; using early_fragment_tests in a fragment shader does not work correctly on this device
+CVars=r.Android.DisableEarlyFragmentTests=1
Copying //UE4/Dev-Mobile to //UE4/Main (Source: //UE4/Dev-Mobile @ 2945914) ========================== MAJOR FEATURES + CHANGES ========================== Change 2911743 on 2016/03/16 by Allan.Bentham Fix broken tonemapper when using 32bpp encoded HDR. Fixes UE-28359 Cleaned up some ronin integration hacks from ronin. Change 2912053 on 2016/03/16 by Peter.Sauerbrei disable Vulkan in Win32 builds for now #codereview rolando.caloca #jira UE-28465 Change 2914512 on 2016/03/18 by Dmitriy.Dyomin Fixed crash on Nexus5 with Android 4.4.2 when TonemapperFilm is enabled Change 2914944 on 2016/03/18 by Allan.Bentham Fix es2 tonemap flip. Fixes UE-25148 Change 2915248 on 2016/03/18 by Chris.Babcock Updates to support NDK r11 #jira UE-28529 #ue4 #android Change 2919192 on 2016/03/22 by Chris.Babcock NDK level set above 19 forces minSdkVersion to 21 or above to prevent installing on unsupported devices #jira UE-28408 #ue4 #android #codereview Jack.Porter Change 2919591 on 2016/03/23 by Allan.Bentham Merge ronin's Gaussian DoF to 4.11's dof changes. Gaussian DoF will use a single recombine pass with ES31 devices or if no separate translucency is used on SM4+. Added permutation to exclude separate translucency from Gaussian recombine shader when not in use. #codereview martin.mittring Change 2920758 on 2016/03/24 by Dmitriy.Dyomin Fixed: shifting lighting samples octree https://udn.unrealengine.com/questions/276026/lighting-samples-visualization-not-working-with-le.html Change 2920793 on 2016/03/24 by Dmitriy.Dyomin Fixed: When sub-level set to be unloaded but with visbility state set to true, ULevelStreaming::IsStreamingStatePending returns wrong value #jira UE-26426 Change 2920981 on 2016/03/24 by Dmitriy.Dyomin GPU particles support for iOS Metal (A8+ only) #jira UE-11067 #jira UE-28514 #codereview Jack.Porter Change 2921383 on 2016/03/24 by Allan.Bentham Fix inverted image on device when framebuffer fetch/bViewRectSource is not used. #codereview jack.porter Change 2925694 on 2016/03/29 by Dmitriy.Dyomin Fixed: GPU particles and bloom on S7 Mali Change 2927065 on 2016/03/29 by Chris.Babcock Set the DT_SONAME field in linker (stops warning toast) #ue4 #android #codereview Jack.Porter Change 2927375 on 2016/03/30 by Jack.Porter Fixed localization for placement mode Cube, Sphere, Cylinder and Cone Change 2928643 on 2016/03/30 by Jack.Porter Fixed bug introdued by Ronin merge with DepthOfFieldScale setting being locked for BokehDOF #code_review: allan.bentham Change 2932773 on 2016/04/04 by Jack.Porter Reapply android Vulkan version fixes Change 2932853 on 2016/04/05 by Jack.Porter Enable VULKAN_CLEAR_SURFACE_ON_CREATE on Android to prevent assertion Change 2932998 on 2016/04/05 by Jack.Porter Native web browser widget on iOS #jira UEMOB-20 Change 2933420 on 2016/04/05 by Chris.Babcock Removed hard-coded bUseUnityBuild in UBT for Android (contributed by kosz78) #jira UE-29066 #pr #2236 #ue4 #android Change 2934315 on 2016/04/05 by Chris.Babcock Allow Android to act as server with OnlineSubsystemNull (contributed by psychogony) #jira UE-23937 #PR #1820 #ue4 #android #codereview Ryan.Gerleve Change 2935038 on 2016/04/06 by Chris.Babcock Fix OpenGLES31 compile error #ue4 #android #codereview Jack.Porter Change 2936288 on 2016/04/07 by Allan.Bentham Planar reflection captures for mobile. (UE-27426) Added mobile planar reflection flag to material. #codereview jack.porter, daniel.wright Change 2936297 on 2016/04/07 by Allan.Bentham Missed file. Planar reflection captures for mobile. (UE-27426) #codereview jack.porter, daniel.wright Change 2937763 on 2016/04/08 by Dmitriy.Dyomin Fix InstancedStaticMesh batches for ES2 (contributed by Grimmick) GitHub #2031 #jira UE-26576 #codereview Jack.Porter Change 2937863 on 2016/04/08 by Jack.Porter Merged Ronin CLs 2840392, 2860028 Allow vertex texture fetches on ES2 (requires absolute mip level) Change 2938461 on 2016/04/08 by Chris.Babcock Write Android uninstall batch files #ue4 #android Change 2939679 on 2016/04/11 by Allan.Bentham Remove bStationaryLightUsesCSMForMovableShadows from light component's UI. renamed proxy equivalent and infer its state from Inset Shadows For Movable Objects #codereview jack.porter, daniel.wright Change 2939887 on 2016/04/11 by Chris.Babcock Android ARM64 libraries #jira UEPLAT-1268 #ue4 #android Change 2940125 on 2016/04/11 by Chris.Babcock Added requirements to Arm64 and x86_64 tooltips Change 2941051 on 2016/04/12 by Allan.Bentham Fix for inverted RG channels when using filmic tonemapper with ES2. #codereview jack.porter Change 2942523 on 2016/04/13 by Chris.Babcock Add cxa_demangle build.cs instead of hiding dependency in UEBuildAndroid.cs #ue4 #android #codereview Josh.Adams Change 2942578 on 2016/04/13 by Chris.Babcock Add cxademangle dependency to Core for Android #ue4 #android #codereview Josh.Adams Change 2942997 on 2016/04/13 by Chris.Babcock Run Ant with -quiet first and run again without if there is an error for the log #ue4 #android #codereview Josh.Adams Change 2943320 on 2016/04/14 by Jack.Porter Fixed planar reflection merge errors Change 2943352 on 2016/04/14 by Jack.Porter Fix NAME_VULKAN_ES3_1_ANDROID shader format name #codereview: Rolando.Coloca Change 2943367 on 2016/04/14 by Dmitriy.Dyomin Added cvars to add or strip specific GL extensions from a driver reported extensions string #jira UE-29467 Change 2943425 on 2016/04/14 by Dmitriy.Dyomin Better logging of MobileHDR mode Change 2943461 on 2016/04/14 by Dmitriy.Dyomin Fixing HDR rendering and bloom on Galaxy S7 Change 2943493 on 2016/04/14 by Dmitriy.Dyomin Better HDR fix for devices with ES3 support Change 2943855 on 2016/04/14 by Allan.Bentham Mobile planar reflections. - currently only supports opaque materials #codereview jack.porter Change 2944721 on 2016/04/14 by Chris.Babcock Allow Vulkan-only Android builds #ue4 #android #codereview Allan.Bentham,Jack.Porter Change 2944771 on 2016/04/14 by Dmitriy.Dyomin Fixed: mesh particles crash in ES2 Change 2944827 on 2016/04/15 by Dmitriy.Dyomin Fixed: GPU particles not working on S6 with Android 6.0.1 Change 2944836 on 2016/04/15 by Jack.Porter Disable FX system calls in forward renderer when particles showflag is off Change 2944840 on 2016/04/15 by Jack.Porter Re-enabled non-radial TDeferredLightVS on ES2 for planar and put #if FEATURE_LEVEL >= FEATURE_LEVEL_SM4 around the radial shader code which was tripping up ES2. #codereview: Allan.Bentham, Chris.Babcock, Daniel.Wright Change 2944914 on 2016/04/15 by Jack.Porter Device profiles to detect Galaxy S7 Mali and Adreno variants in Vulkan mode Change 2945020 on 2016/04/15 by Gareth.Martin Cloning changes across from Dev-Landscape to Dev-Mobile due to feature deadline for 4.12. Change 2943560 on 2016/04/14 by Gareth.Martin Added ability to expand landscape bounds #jira UE-28928 #jira UE-25230 Change 2943538 on 2016/04/14 by Gareth.Martin Fix a crash with saving a level >2GB in size. There may still be other crashes with >2GB levels. Change 2943477 on 2016/04/14 by Gareth.Martin Fixed LODFalloff setting on landscape getting reset when using the "Change Landscape Component Size" tool Also moved all the LOD settings together in LandscapeProxy.h because it was messy Change 2942113 on 2016/04/13 by Gareth.Martin Updating comment to clarify behaviour of Foliage Align-To-Normal when Random-Yaw is disabled. Change 2941030 on 2016/04/12 by Gareth.Martin Cleanup and commenting Change 2940994 on 2016/04/12 by Gareth.Martin Implement random scale option for Landscape Grass. #jira UE-25743 Change 2940993 on 2016/04/12 by Gareth.Martin Remove unused BuildFlatTree function from HierarchicalInstancedStaticMeshComponent Change 2940150 on 2016/04/11 by Gareth.Martin Harden UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform Change 2940101 on 2016/04/11 by Gareth.Martin Additional checks for bad static mesh when building the HISMC tree Change 2945560 on 2016/04/15 by Rolando.Caloca DM - Fix for newer Vulkan sdks Change 2945638 on 2016/04/15 by Chris.Babcock Fix permissions on uninstall script on Mac #jira UE-29236 #ue4 #android #lockdown Jack.Porter Change 2945856 on 2016/04/15 by Rolando.Caloca DM - vk - Fix mapped allocations on mobile #lockdown nick.penwarden [CL 2945995 by Chris Babcock in Main branch]
2016-04-15 18:19:26 -04:00
[Android_Mali_G71 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
[Android_Mali_G72 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G72_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G72
; enable Vulkan on Android 9 and up, older versions crash on creating PSO with a compute shader that uses texel_buffer (eye adaptation)
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G76 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G76_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G76
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G77 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G77_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G77
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G78 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G78_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G78
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Android_Mali_G710 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Mali_G710_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mali_G710
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) #lockdown Ben.Marsh Change 2718980 on 2015/10/07 by Dmitriy.Dyomin UWorld::CreateWorld: remove commandlet-specific behavior (Contributed by slonopotamus) Change 2719155 on 2015/10/07 by Allan.Bentham HQ ES2 Reflections, selects the nearest 3 reflection captures to the primitive and reflects around the captures themselves (parallax correction). Change 2724572 on 2015/10/12 by Jack.Porter Fix for landscape disappearing when using r.forcelod Change 2726062 on 2015/10/13 by Jack.Porter Merged CL2726057 from 4.10 Fixed issues with landscape mirror tool on landscapes substantially above and below the zero line Fixed problem where landscape grass was not invalidated after using the mirror tool Change 2726133 on 2015/10/13 by Jack.Porter Fix for Device Profiles editor missing specific Android device profiles Fix for Device Profiles editor creating blank device profiles for Android cook variant "platforms" Change 2736210 on 2015/10/21 by Dmitriy.Dyomin Mobile Rendering: ReceiveDecals flag support for all meshes (previously only for skeletal meshes) Change 2736463 on 2015/10/21 by Jack.Porter Merge of 4.10 CL 2736461 Fixed Landscape disappearing when Layer Debug visualization selected outside Landscape edit mode Change 2742855 on 2015/10/27 by Dmitriy.Dyomin Fixed: World origin offset handling for UInterpToMovementComponent https://udn.unrealengine.com/questions/266512/uinterptomovementcomponent-doesnt-update-with-worl.html Change 2745055 on 2015/10/28 by Allan.Bentham Update reflection captures (via update captures button) now works when mobile preview is active. Change 2755668 on 2015/11/05 by Allan.Bentham Use distance from shadow view to object instead of view space Z. Change 2762186 on 2015/11/11 by Jack.Porter The user can now specify the relative priority for each Android texture format in Project Settings. This will affect the format selected for Launch on Device and by the device for projects packaged using the Android_Multi target Change 2765902 on 2015/11/13 by Gareth.Martin Landscape per-component layer whitelisting basic functionality Change 2769487 on 2015/11/17 by Jack.Porter Support reflection viewmode on ES2 Preview Change 2769576 on 2015/11/17 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - added shortcut keys (plus/minus + click) to whitelist/un-whitelist a layer from the paint tool - automatically added components' painted layers to the component whitelists when enabling whitelist restriction Change 2771223 on 2015/11/18 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - Removing a layer from the whitelist will now delete its data from the component Change 2777862 on 2015/11/23 by Gareth.Martin Improved landscape per-component layer whitelisting functionality - on the shared verts on component edges/corners painting must now pass the whitelist of all components sharing the vert or it won't paint, rather than causing a disconnect Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the first other painted layer on that component to fill the erased value with, so 100% areas of blended layers are now erasable. - todo: erasing can still cause disconnects on shared edge verts Change 2780470 on 2015/11/25 by Dmitriy.Dyomin Use hardware instancing when device supports it Change 2780679 on 2015/11/25 by Jack.Porter Landscape layer usage viewmode Change 2781878 on 2015/11/26 by Gareth.Martin Better handling of erasing 100%-painted areas of blended landscape weightmap - It will now pick the *most painted* other painted layer on that component to fill the erased value with, and correctly takes shared edge/corner verts into account Various fixes to TMap/TSet/TFixedSizeArrayView - all reviewed by Core Change 2782214 on 2015/11/27 by Allan.Bentham Prevent editor's ES2 emulation shaders degamma-ing the alpha channel when reading material textures. Merging using Ronin-To-UE4-Dev-Mobile Change 2782536 on 2015/11/30 by Jack.Porter When updating reflection captures in ES2 mode, first wait for any shader compilation initiated by the feature level switch to complete Change 2792617 on 2015/12/07 by Jack.Porter Added a Project Setting to edit the r.DiscardUnusedQuality console variable Change 2792618 on 2015/12/07 by Gareth.Martin Baking landscape material world-position-offset into collision Change 2794270 on 2015/12/08 by Dmitriy.Dyomin DynamicMeshBuilder uses 16bit index buffer on ES2 platforms Change 2794556 on 2015/12/08 by Allan.Bentham Fix incorrect mip/roughness selection for HQ reflections. Fixed couple of merge issues. Change 2794568 on 2015/12/08 by Gareth.Martin Fix black spot / hole if all layers on a component use height blending and add to <= 0 [CL 2796640 by Nick Penwarden in Main branch]
2015-12-09 15:04:15 -05:00
[Android_TegraK1 DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
[Android_Unknown_Vulkan DeviceProfile]
DeviceType=Android
BaseProfileName=Android_High
; enable Vulkan
+CVars=r.Android.DisableVulkanSupport=0
[Oculus_Quest DeviceProfile]
DeviceType=Android
BaseProfileName=Android_Mid
+CVars=vr.VRS.HMDFixedFoveationDynamic=1
+CVars=r.Android.DisableVulkanSupport=0
[Oculus_Quest2 DeviceProfile]
DeviceType=Android
BaseProfileName=Oculus_Quest
[Mac DeviceProfile]
DeviceType=Mac
BaseProfileName=
Platform set changes Improved UX For Device Tree and CVar Conditions - Clean up Niagara Device Tree - new bIsVisibleForAsssets value in device profiles to have them indicate which device profiles should be visible in other assets. - Improved tooltips and colouring on device tree to better show what is enabled/disabled and why. - Added tooltips for CVar conditions to text entry and suggestion boxes showing the CVar help text. PlatformSet Redirect feature = - Can redirect usage of device profiles to other device profiles or CVar conditions. - Allows fixup of content referncing legacy device profiles. - Adding CVar fx.Niagara.LegacyDeviceProfiles to facilitate some legacy DP fixup. Platforms now specifiy a min & max Niagara Quality Level they support which reduces need for trawling ini files and allows fragments to set quality level. CVar Conditions now have more control over what occurs when the condition is passed or failed. Previously they could only disable the set when the condition is failed which is now the default. Misc Fixes - Preview DP is cleared before restoring CVar states so CVar callbacks have the correct preview DP value. - Data Driven CVars are now updated correctly when default is modified in project settings. - Console Manager now has a callback when CVars are unregistered. - Utility function for calling a functor on all platform sets in a Niagara system. - Tweaked callbacks for CVar changes so updates are defered and also limited to only refresh things that references changed CVars. #rb Stu.Mckenna, Josh.Adams #preflight 6228bc3a1f1ec97d4e89a3c4 #ROBOMERGE-OWNER: josh.adams #ROBOMERGE-AUTHOR: simon.tovey #ROBOMERGE-SOURCE: CL 19321301 via CL 19321315 via CL 19325452 via CL 19327333 via CL 19327341 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19348289 by josh adams in ue5-main branch]
2022-03-10 22:03:54 -05:00
bIsVisibleForAssets=True
Copying //UE4/Dev-Platform to //UE4/Main (Source: //UE4/Dev-Platform @ 3008177) ========================== MAJOR FEATURES + CHANGES ========================== Change 2948322 on 2016/04/19 by Nick.Shin update libwebsockets to v1.7.4 part 4 of 4 - doing this in stages for tracking purposes #jira UEPLAT-1246 - Update libWebsockets #jira UEPLAT-1221 - update websocket library #jira UEPLAT-1204 - Rebuild libwebsockets with SSL Change 2970016 on 2016/05/07 by Nick.Shin undo all of the following upgrades: - zlib - openssl - libcurl - libwebsockets and reset webrtc #jira UE-30298 - Fortnite and Orion crash on login #lockdown josh.adams Change 2970373 on 2016/05/09 by Lee.Clark PS4 - Fix NumInstances not getting reset after DrawIndirect calls Change 2972873 on 2016/05/10 by Michael.Trepka Correct initial position for SlateViewer windows on Mac Change 2974363 on 2016/05/11 by Mark.Satterthwaite Fix invoking buils using distcc from UFE - the command-line executed to access the number of parallel tasks was incorrect. Change 2975921 on 2016/05/12 by Michael.Trepka Removed unused AdjustWindowRegion declaration from LinuxWindow.h #codereview Dmitry.Rekman Change 2977002 on 2016/05/13 by Michael.Trepka Make sure dSYM generation action in UBT on Mac does not start before the source dylib is ready #codereview Ben.Marsh Change 2977337 on 2016/05/13 by Brent.Pease UE-27805 - Adding special characters into the BundleDisplayName or BundleName causes packaging error + Prevent illegal characters from being entered in the packaging UI + Report an error from iPhonePackager if a illegal bundle id is specified + Convert special characters to XML equivalents - Correctly check for the presence of iTunes 12 when packaging iOS games on Windows - Improve ios certificate and provision message in package settings UI #codereview peter.sauerbrei Change 2977509 on 2016/05/13 by Brent.Pease + Fix mac compile error Change 2978036 on 2016/05/14 by Mark.Satterthwaite One-line tweak that resolves incorrect rendering of the colour LUT because float imprecision allows -ve values to be passed into a call to pow which then generates NaN. #jira UE-30777 Change 2978037 on 2016/05/14 by Mark.Satterthwaite Fix a heap-use-after-free bug spotted by AddressSanitizer - you can't assume that the UObject system will be available in ShutdownModule() - on OS X it may have been killed a long time ago. Change 2978333 on 2016/05/16 by Lee.Clark Fix packaging of non-code projects when plugins are enabled #codereview Peter.Sauerbrei Change 2978780 on 2016/05/16 by Mark.Satterthwaite Reduce temporary allocations required to set uniform parameters in Metal. Change 2979680 on 2016/05/16 by Nick.Shin editor's HTML5 platform settings was missing due to the emscripten SDK move should have been included with CL: #2946251 Change 2979681 on 2016/05/16 by Nick.Shin cleaned up websocket processing for HTML5 #jira UE-13657 - HTML5 plugin OnRawRecieve overflow Change 2979701 on 2016/05/16 by Brent.Pease UE-28421 - Message box cannot be closed after accessing the home screen on iOS + Implement a timeout when waiting for a reply after sending background/foreground/suspend events from the main thread to the game thread. This solves the immediate problem presented in the jira bug report, however, there are deeper issues with the consequences of blocking the game thread that are not addressed. Perhaps structuring the game thread loop to know about modal dialogs so that it can receive these events even when a modal dialog is up could be a better longer term solution Change 2980766 on 2016/05/17 by Jeremiah.Waldron Adding Android build support for HarfBuzz - using a combination of android-cmake (from https://github.com/taka-no-me/android-cmake) to create the build files and Visual Studio 2015 to compile them - Adding Debug and RelWithDebInfo compiled binaries to harfbuzz-1.2.4/Android/<arch>/<config> Tested armv7 with TextShapingTest project on a GalaxyNote3 and text showed up correctly #jira UE-28586 #codereview chris.babcock Change 2980953 on 2016/05/17 by Jeremiah.Waldron Changing HarfBuzz build script and libs to use Release instead of RelWithDebInfo #jira UE-28586 Change 2981039 on 2016/05/17 by Jeff.Campeau ICMP support disabled for Xbox One and basic address processing wrappers provided (needed for Oodle support) Change 2981054 on 2016/05/17 by Jeff.Campeau Enable Live OSS for Orion on Xbox One Change 2981553 on 2016/05/18 by Jeff.Campeau Enable Oodle for Xbox One Change 2981555 on 2016/05/18 by Jeff.Campeau Scalability settings for Xbox One Change 2981774 on 2016/05/18 by Keith.Judge Xbox One - Duplicating Movie Player fix from 4.12. Change 2981789 on 2016/05/18 by Keith.Judge Xbox One - Duplicate fast semantics rendertarget unbind/clear/rebind fix from 4.12. Change 2981802 on 2016/05/18 by Keith.Judge Xbox One - Duplicate of distance field AO/Shadow fixes from 4.12. Change 2981875 on 2016/05/18 by Keith.Judge Xbox One - Dynamic VB/IB refactor. Duplicated from 4.12. Change 2981900 on 2016/05/18 by Keith.Judge Xbox One - D3D11Query refactor. Duplicated from 4.12 Change 2981945 on 2016/05/18 by Nick.Shin filled out response headers for HTML5 platform #jira UE-26047 - HTML5 HTTP Response Headers not implemented Change 2981981 on 2016/05/18 by Lee.Clark PS4 - Fix COTF not updating files #codereview Daniel.Lamb Change 2982246 on 2016/05/18 by Michael.Trepka Fixed Mono compile errors in UT build scripts Change 2983869 on 2016/05/19 by Mark.Satterthwaite Explicitly retain/release all the MTLTexture objects in FMetalSurface without the assumptions about them being the same object - the recent stencil & SRV related changes make those assumptions invalid and could lead to over-releasing some textures. #jira UE-29557 Change 2983871 on 2016/05/19 by Mark.Satterthwaite Pool Metal texture update buffers to reduce churn. Change 2983892 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2972885: Enable Metal resource lifetime delay on all platforms, not just iOS to try and address intermittent invalid resource errors. Change 2983898 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2982825: Correctly wait for the dispatch semaphore when clearing the Metal resource free lists. Change 2983911 on 2016/05/19 by Mark.Satterthwaite Change Metal SubmitCommandsHint to use an enum of flags rather than boolean variables to control behaviour so that its clearer to the reader what is going to happen. Change 2983916 on 2016/05/19 by Mark.Satterthwaite Duplicate 4.12 CL #2974765: Workaround for UE-30069 - on Nvidia Macs we are breaking the GMux swap the second time we run the engine and it isn't clear why, so instead explicitly select the Metal device ourselves and don't allow the OS to swap the GPU driving the display. This will potentially reduce performance a little if the discrete GPU isn't already driving the display but until we know how we are clobbering the GMux/driver it is all we can do. This only applies to 10.11.5 with the default OS X drivers where there is more than one GPU in the system, earlier versions of OS X and the Nvidia WebDrivers are unaffected. Change 2984874 on 2016/05/20 by Keith.Judge Xbox One - Re-enable shader DXBC intermediate bytecode stripping, except for geometry and hull shaders where there's a possibility of runtime recompilation in certain combinations. Saves ~2MB in TM-ShaderModels, will save more in larger maps. #jira UEPLAT-1295 Change 2985446 on 2016/05/20 by Mark.Satterthwaite Remove the non-functional -metaldebug option from MetalRHI. Change 2985827 on 2016/05/20 by Nick.Shin call EndSession() onbeforeunload() note: API CHANGE - HTML5JavaScripteFx.{js,h} - UE_MakeHTTPDataRequest() #jira UE-22285 - Session End events are not generated for HTML5 Change 2986013 on 2016/05/20 by Jeremiah.Waldron PR #2387: In-App Purchases - parameters needed for Receipt Validation (Contributed by gameDNAstudio) Also touches IOS because of added RawPrice member in FInAppPurchaseProductInfo Pulled from Release-4.12 CL #jira UE-30782 #codereview chris.babcock, Peter.Sauerbrei Change 2986057 on 2016/05/20 by Mark.Satterthwaite Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI. Change 2986059 on 2016/05/20 by Mark.Satterthwaite Move the Metal uniform buffers into the same resource pool as all the other buffers and add stats for how many buffers are in the pool, how much memory is in use, free and wasted (due to aligned-buffer sizes). Change 2986060 on 2016/05/20 by Mark.Satterthwaite Disable tiled-reflections on Nvidia & Intel Metal until they sort out the sample command on cube-arrays ignoring the lod level. Change 2986063 on 2016/05/20 by Mark.Satterthwaite Missing change from previous CL. Change 2986066 on 2016/05/20 by Mark.Satterthwaite More Metal stats tracking the number & memory size of id<MTLBuffer>'s allocated/released each frame. Change 2986455 on 2016/05/23 by Keith.Judge Xbox One - Fix precompile promise in shader compiler to not stop subsequent defines from being parsed by D3DCompiler. Change 2986886 on 2016/05/23 by Mark.Satterthwaite Duplicate 4.12 CL #2986880: Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier. Change 2986955 on 2016/05/23 by Brent.Pease + Do not error out if "[PROJECT_NAME]" is in the bundle ID #codereview peter.sauerbrei Change 2987304 on 2016/05/23 by Chris.Babcock Remove old Android platforms #ue4 #android #codeview Josh.Adams Change 2987571 on 2016/05/23 by Mark.Satterthwaite Duplicate CL #2967998: Integrate - MaterialParameterCollections now create default resources (uniform buffers) which are used when no valid FScene is present (eg DrawTile while exporting materials to lightmass) #jira UE-31111 Change 2987591 on 2016/05/23 by Mark.Satterthwaite Remove usage of MTLRender/ComputeEncoder setSamplerState/s calls that take Min & Max Lod overrides - they currently don't work as expected on some GPU drivers and as we don't use them anywhere and I can't see that we will removing them costs us nothing and fixes tiled reflections on Nvidia with Metal SM5. Change 2987679 on 2016/05/23 by Mark.Satterthwaite Re-enable tiled reflections on Nvidia by default now that they work. Change 2987799 on 2016/05/24 by Mark.Satterthwaite Add a shader compile option "r.Shaders.ZeroInitialise" that we can turn on to force explicit zero-initialisation of local & temporary variables in hlslcc - so far only implemented for Metal. The default behaviour remains to omit zero-initialisation but the option is helpful to eliminate or track down uninitialised access in shaders that are causing real bugs (e.g. POM material relying on zero-initialised loop counters causing hangs/bad rendering on Mac). Change 2989395 on 2016/05/25 by Lee.Clark PS4 - Fix shader output / render target format mismatch for sparse MRT. Change 2990003 on 2016/05/25 by Jeremiah.Waldron When creating our own ConfigCacheIni in GetConfigCacheIni_APL, do not assume that the Engine ini was requested. Instead use the baseIniName passed to the function. Change 2990393 on 2016/05/25 by Mark.Satterthwaite Back out changelist 2961310 - causes more problems than it solves. DistanceField rendering will still work on Intel Metal SM5 and may work on AMD but will be broken on Nvidia due to a bad access within the compute shader - there's no bounds checking in Metal... Change 2990516 on 2016/05/25 by Brent.Pease + UEPLAT-1294 - Support for local notifications + UEPLAT-1254 - Add BP event for device orientation change + Added a new class based on UGameInstance for mobile device callbacks + Ensured IOSAppDelegate.cpp follows convention for lambda functions Change 2991361 on 2016/05/26 by Jeremiah.Waldron Move InAppPurchase class to StoreHelper.java so GooglePlay and Amazon store helpers can use it Change 2992450 on 2016/05/27 by Mark.Satterthwaite Optional r.Shaders.BoundsChecking flag to control whether shader platforms should manually enforce buffer access bounds - HLSL returns zero or ignores invalid reads & writes but Metal leaves the behaviour undefined and some drivers then fail. By default this is off and its whatever the native platform behaviour is, enabling it will cost some amount of performance as the shader translator inserts additional instructions to try and match D3D as accurately as possible. This is required to fix GPU restart errors on some Metal drivers when using SM5 rendering features including DistanceField shaders. Change 2993027 on 2016/05/27 by Mark.Satterthwaite Fix typo for new CFLAG_BoundsChecking enumeration value. Change 2993594 on 2016/05/27 by Mark.Satterthwaite Build fix - check not assert... Change 2993595 on 2016/05/27 by Mark.Satterthwaite Fix typo from Xcode hang... Change 2993614 on 2016/05/28 by Mark.Satterthwaite At least for now enable shader zero-initialisation and bounds-checking on Mac to ensure that Metal shaders are compiled with semantics that approximate those HLSL assumes. This may cost some performance but will avoid a few GPU restarts on some vendor drivers. Change 2993747 on 2016/05/28 by Mark.Satterthwaite Separate texture & buffer references in the Metal backend as they bind to separate arrays in the runtime to avoid giving the side-table buffer an innaccessible binding index. Also the side-table doesn't need to be emitted if no buffer SRV or UAV is used. Change 2994256 on 2016/05/31 by Lee.Clark PS4 - Fix unitialized Head Position from HMD tracker when tracking fails. Fixes a problem with A3D audio not working. #codereview Chad.Taylor,Aaron.McLeran Change 2994281 on 2016/05/31 by Rolando.Caloca DP - Allow hlslcc to process type casts containing the 'const' keyword - it isn't strictly complete as it will simply omit the type qualifier from the cast in the AST but it is sufficient for FortniteFoliage_MasterMaterial to compile. #codereview Mark.Satterthwaite, Dmitry.Rekman #jira UE-31411 Change 2994467 on 2016/05/31 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 2994493 on 2016/05/31 by Daniel.Lamb Fixed issue with DDC commandlet not caching things from the startup packages list. Change 2994644 on 2016/05/31 by Mark.Satterthwaite Updated hlslcc Mac binaries with fix for UE-31411 which RCO accepted and submitted + script for building parsers on POSIX OSes hooked up to an Xcode scheme in the project. Change 2996074 on 2016/06/01 by Lee.Clark PS4 - Fix GS mode not getting disabled when using parallel contexts. #codereview Marcus.Wassmer Change 2996129 on 2016/06/01 by Brent.Pease Manual merge of Pete's dsym generation fix (CL#2996089) from the 4.12 branch. Change 2996130 on 2016/06/01 by Jeremiah.Waldron PR #2387 part 2 (Contributed by gameDNAstudio) Adding ability to consume purchases during GooglePlay RestorePurchases This also touches IOS due to changes to base classes and function signatures #codereview chris.babcock, Peter.Sauerbrei Change 2996441 on 2016/06/01 by Jeremiah.Waldron Relates to PR #2387: Adding ability to consume purchases during GooglePlay RestorePurchases (Contributed by gameDNAstudio) Missing changes from part 2 reworked so that there is still only one RestorePurchases function which takes the product IDs and consumable flags. I reflected this in StoreHelper so no casting is necessary in GameActivity and the soon-to-be-added AmazonStoreHelper in the GameCircle plugin will still work dynamically with GameActivity since it will call StoreHelper functionality rather than a GooglePlayStoreHelper specific function. #codereview chris.babcock Change 2996514 on 2016/06/01 by Jeff.Campeau Fix merge issue from main #jira UE-31502 Change 2996740 on 2016/06/01 by Jonathan.Fitzpatrick https://jira.ol.epicgames.net/browse/UE-31446 Two PS4 source files fail during unity builds due to name conflict with handleReserveFailed. Renamed handleReserveFailed to handleReserveFailedLightweight Change 2997235 on 2016/06/01 by Jeremiah.Waldron RestorePurchases fix up in Match3 since the new Restore consumable stuff adds an additional pin to the Restore node. The IAP product in Match3 is non-consumable so just passing an empty array where necessary Change 2997241 on 2016/06/01 by Jeremiah.Waldron OnlineSubsystemGameCircle Plugin - Leaderboards - Achievements - Friends - IAP - External UI Interface - Runtime Settings in Project Settings Plugin section when plugin is enabled - Disabled by default #jira UEPLAT-105 #codereview chris.babcock Change 2997618 on 2016/06/02 by Lee.Clark #UE4Docs: Removed PS4MapFileUtil info Change 2997840 on 2016/06/02 by Jeremiah.Waldron Removing trace logging from OnlineSubsystemGameCircle_APL Change 2998754 on 2016/06/02 by Brent.Pease Change BlueprintMobileLibrary to BlueprintPlatformLibrary Change 3000762 on 2016/06/03 by Jeff.Campeau Add example rating info to ShooterGame Change 3001037 on 2016/06/04 by Brent.Pease + Add ui screens for delegate test, local notification test, and iap test + Implement delegate test Change 3001250 on 2016/06/05 by Brent.Pease + Initial pass at IAP test screen Change 3001639 on 2016/06/06 by Jeff.Campeau Fix Xbox One build issue with DX12 #codereview Zabir.Hoque Change 3002574 on 2016/06/06 by Jeremiah.Waldron Adding Android Install Location to Android platform runtime settings and manifest generation Change 3002780 on 2016/06/06 by Brent.Pease + Initial implementation of local notification test Change 3003005 on 2016/06/06 by Jeremiah.Waldron OnlineSubsystemGameCircle plugin - adding setting for Fire TV support. Using that specification in the APL to Add/Update android.hardware.touchscreen feature required attribute Change 3004392 on 2016/06/07 by Jeremiah.Waldron Fixing typo in APL comment :) Change 3005768 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3005929 on 2016/06/08 by Josh.Adams Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform) Change 3006151 on 2016/06/08 by Peter.Sauerbrei fix for LocalNotifications not available on TVOS #lockdown josh.adams Change 3006183 on 2016/06/08 by Brent.Pease Manual merge CL#3000242 from Release-4.12 into Dev-Platform #lockdown josh.adams Change 3006296 on 2016/06/08 by Peter.Sauerbrei submit an updated iPhonePackager and support DLLs #lockdown josh.adams Change 3006378 on 2016/06/08 by Peter.Sauerbrei fix for API update to RestorePurchases #codereview brent.pease #lockdown josh.adams #lockdown nick.penwarden [CL 3008183 by Josh Adams in Main branch]
2016-06-09 17:45:44 -04:00
+CVars=r.Shaders.ZeroInitialise=1
+CVars=r.Shaders.BoundsChecking=1
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 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 FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
[MacClient DeviceProfile]
DeviceType=Mac
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3114846 on 2016/09/06 by Bob.Tellez #UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest. Change 3114805 on 2016/09/06 by Bob.Tellez #UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger. #JIRA FORT-29511 Change 3112750 on 2016/09/02 by Bob.Tellez #UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code. Change 3108977 on 2016/08/31 by Jeff.Campeau Virtual keyboard support for Xbox One Text set by virtual keyboards is now submitted on the main thread through an internal tick Change 3108956 on 2016/08/31 by Chris.Gagnon Added "ClientOnly" module type to the build tools. Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work. Cleaned up some duplicated code which attributted to the rot most likely Change 3108879 on 2016/08/31 by Jeff.Campeau Eliminate binary renaming (allows side by side configs) Handle multiple binaries Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured) Change 3108876 on 2016/08/31 by Jeff.Campeau Fix a manifest generation bug that was eating a character on conjoined values. Change 3108511 on 2016/08/31 by Billy.Bramer - Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters - Note that this change does not have any validity checking as of yet Change 3108199 on 2016/08/31 by Ben.Woodhouse Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini. Change 3107825 on 2016/08/31 by Ben.Woodhouse Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts #jira UE-35359 Change 3107197 on 2016/08/30 by Chris.Gagnon Added ClientOnly option for Modules: ... "Modules" : [ { "Name" : "PluginName", "Type" : "ClientOnly", "LoadingPhase" : "Default" } ] ... (example taken from a plugin definition) Change 3104551 on 2016/08/29 by Lukasz.Furman potential fix for crash in ability cancelling #jira FORT-29200 Change 3104469 on 2016/08/29 by Lukasz.Furman added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops #jira FORT-29198 Change 3103529 on 2016/08/26 by Jeff.Campeau Xbox One keyboard shift is sometimes unresponsive Change 3103523 on 2016/08/26 by Jeff.Campeau Aug XDK era launch bug fixed Change 3103183 on 2016/08/26 by Jeff.Campeau August XDK support Change 3102360 on 2016/08/26 by James.Hopkin Removed another load of float casts - these ones weren't causing problems, but are no longer necessary. Change 3099375 on 2016/08/24 by Lukasz.Furman added sanity check to UAnimInstance::Montage_Play #jira FORT-28140 Change 3097832 on 2016/08/23 by Chad.Garyet moving set_latest_build out of notifications section, was put there accidentally Change 3097139 on 2016/08/22 by Aaron.McLeran FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device - Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed. - Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8 -#rb Bob.Tellez #tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3096552 on 2016/08/22 by Ben.Marsh Fix killing adb.exe instead of notepad.exe. Change 3096473 on 2016/08/22 by Ben.Marsh Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating. Change 3096459 on 2016/08/22 by Ben.Marsh Remove taskkill call for now. Change 3096450 on 2016/08/22 by Ben.Marsh Use system function instead of backticks to prevent errors killing job. Change 3096449 on 2016/08/22 by Ben.Marsh Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds. Change 3096272 on 2016/08/22 by Chad.Garyet trying to remove postpfilter to see if that might be the stdout/err issue Change 3095369 on 2016/08/19 by Ben.Zeigler #Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate This will need updating when merging to Main to deal with the module changes Change 3095002 on 2016/08/19 by James.Hopkin Fixed another case of integers being cast to floats before being written to JSON. #jira FORT-28694 Change 3094834 on 2016/08/19 by Chad.Garyet trying a close of stdout and stderr to see if that remedies the ai test issue Change 3094719 on 2016/08/19 by John.Abercrombie Force a net update on the Avatar Actor whenever we start or stop a new Montage Change 3094487 on 2016/08/19 by James.Hopkin JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly). Change 3092389 on 2016/08/17 by Chad.Garyet more caveman debugging, skipping email notification if node is the fortnite ai test node. Change 3090898 on 2016/08/16 by Aaron.McLeran FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData Implementing CL 3080958 in FN Change 3090761 on 2016/08/16 by Chris.Gagnon Added initial pass of safe zone suport to the front end. Change 3090734 on 2016/08/16 by John.Abercrombie Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage Here's the issue in the version of the code prior to this checkin: - UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped - When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value - So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick - It also means if we were playing a montage, and then stop, we'll start ticking - Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing Change 3090405 on 2016/08/16 by Chad.Garyet checking in caveman debugging for fortnite ai test node Change 3089743 on 2016/08/15 by Ben.Zeigler #jira FORT-28235 When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen. There may be a better slate-level solution to this issue Change 3088178 on 2016/08/12 by Saul.Abreu Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row. Change 3087372 on 2016/08/12 by James.Hopkin Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass. Change 3084836 on 2016/08/10 by Lina.Halper Fix crash with retargeting additive anim montage Change 3083188 on 2016/08/09 by Bob.Tellez #UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly. Change 3082835 on 2016/08/09 by Bob.Tellez #UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances. Change 3082621 on 2016/08/09 by Lukasz.Furman fixed accessing empty navigation data in crowd's path processing #jira FORT-27847 Change 3081749 on 2016/08/08 by Saul.Abreu #jira UE-34104 Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips. Change 3081596 on 2016/08/08 by John.Abercrombie Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame. Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good. (Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.) #jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping Change 3081536 on 2016/08/08 by Daniel.Broder Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add. #UE4 #NoReleaseNotes Change 3080679 on 2016/08/08 by Simon.Tovey Increased threshold to ignore stall warning on partilce async work. Increased precision of error message. May still fire and still needs looking into properly. If it does fire still I'll make it a higher priority. Change 3080652 on 2016/08/08 by Chad.Garyet Merging token scripts from ue4 main to fortnite changed fornite main json scheduled builds to all use skiptargetswithouttickets Change 3079357 on 2016/08/05 by John.Abercrombie Character movement components can now be throttled - This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it - Character movement components are throttled based on their current NetUpdateRate All character movement components are updated by the Game State - This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it Change 3078666 on 2016/08/05 by Simon.Tovey Disabling some log spam for particles. Change 3072992 on 2016/08/01 by Jonathan.Lindquist Fixing a bug related to weld object seams Change 3070991 on 2016/07/29 by Fred.Kimberley Allow aggregators to perform calculations while ignoring multiple GEs. Change 3070518 on 2016/07/29 by Bob.Tellez #UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad. Change 3069605 on 2016/07/28 by Bob.Tellez #UE4 SScrollBox now works with invalidation panels. Change 3069600 on 2016/07/28 by Bob.Tellez #UE4 SMenuAnchor now works with invalidation panels. Change 3069583 on 2016/07/28 by Bob.Tellez #UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future. Change 3068935 on 2016/07/28 by Bob.Tellez [AUTOMERGE] #UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12. #JIRA FORT-27836 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40. Change 3068422 on 2016/07/28 by John.Pollard Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player #tests Live game + replays Change 3067537 on 2016/07/27 by Bob.Tellez [AUTOMERGE] #UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list. #JIRA FORT-26696 -------- Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55. Change 3065138 on 2016/07/26 by Josh.Markiewicz #UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix) - DestroySession now always adds a task to the async queue and never tries to complete its work within the same call - *BUG REPRO* - if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen - DestroySession would remove the named session while the previous CreateSession was in flight - A new CreateSession could be called afterward because the previous named session was removed - the first CreateSession would finish and give the session a valid SessionInfo - the second CreateSession would finish and assert that the SessionInfo should be invalid #tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more Change 3064932 on 2016/07/26 by Tim.Tillotson Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data. #JIRA UE-33426 Change 3064743 on 2016/07/26 by Mark.Satterthwaite Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira FORT-27685 Change 3063870 on 2016/07/25 by Lukasz.Furman fixed navlink area class assignment, again custom link definitions were exporting from CDO without initializing data first #jira FORT-27713 Change 3063747 on 2016/07/25 by Bob.Tellez #Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS #JIRA Change 3063500 on 2016/07/25 by Bob.Tellez #UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails. Change 3063317 on 2016/07/25 by Lukasz.Furman fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors #fortnite Change 3063224 on 2016/07/25 by Bob.Tellez #UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014. Avoid adding widgets to the hittest grid more than once. Change 3063188 on 2016/07/25 by Lukasz.Furman removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers #jira FORT-27186 Change 3062338 on 2016/07/22 by Aaron.McLeran FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged. #tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing Change 3061806 on 2016/07/22 by Ben.Zeigler #jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack Change 3061790 on 2016/07/22 by Ben.Zeigler #jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit Related to changes made on Orion in CL #2878992 Change 3060590 on 2016/07/21 by Mark.Satterthwaite Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. Change 3060542 on 2016/07/21 by Bob.Tellez #UE4 Made SetIsEnabled and SetVisibility virtual. Change 3058876 on 2016/07/20 by Aaron.McLeran FORT-25593 Mac crash when idling in zone with screen locked Adding logging when failing to update AuGraph and not asserting. Change 3058653 on 2016/07/20 by Bob.Tellez #UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects. Change 3058568 on 2016/07/20 by Bob.Tellez #UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance. Change 3058203 on 2016/07/20 by Bob.Tellez #UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package. Change 3056767 on 2016/07/19 by Bob.Tellez #UE4 Speculative DetachLinker crash fix. #JIRA FORT-27335 Change 3056665 on 2016/07/19 by John.Abercrombie Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false - When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius Change 3054368 on 2016/07/18 by Lina.Halper - moved removing notifies to end of montage event - that way between blending out to terminate, it still can trigger notifies. #code review: Martin.Wilson, John.Abercrombie Change 3054109 on 2016/07/18 by Bob.Tellez #UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false. Change 3053831 on 2016/07/18 by Lina.Halper #Anim montage recursive issue: Make sure to check valid before additive #code review: Bob.Tellez Change 3052641 on 2016/07/15 by Bob.Tellez #UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null. Change 3052601 on 2016/07/15 by Daniel.Broder EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager). #ReleaseNoteAbove^^ Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints. #UE4 #ReleaseNote! Change 3052201 on 2016/07/15 by Rob.Cannaday Fix for broken party state when timeout on receiving leave request response Execute delegate after marking the party in a disconnected state #jira FORT-25362 Change 3050944 on 2016/07/14 by Bob.Tellez #UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0 Change 3050352 on 2016/07/14 by Olaf.Piesche #jira UE-32058 Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems. Change 3049049 on 2016/07/13 by Bob.Tellez #UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles. #JIRA FORT-27030 Change 3048186 on 2016/07/13 by John.Abercrombie Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators Change 3046531 on 2016/07/12 by Bob.Tellez #UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play. #JIRA FORT-26683 Change 3046134 on 2016/07/12 by Ian.Fox #UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin Change 3045544 on 2016/07/11 by Bob.Tellez #UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended. Change 3045101 on 2016/07/11 by Fred.Kimberley Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed. Change 3045035 on 2016/07/11 by John.Abercrombie UpdateMoveFocus will only clear the focus if the path following component is idle - Keeps the AI rotated in the correct direction when movements get paused Change 3044883 on 2016/07/11 by Mark.Satterthwaite Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache. #jira FORT-26879 Change 3044819 on 2016/07/11 by Carlos.Cuello Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR Change 3044683 on 2016/07/11 by Bob.Tellez #UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position. Change 3044581 on 2016/07/11 by Nick.Cooper #UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect #jira FORT-23140 Change 3043726 on 2016/07/08 by Billy.Bramer - Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture - Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies - Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful - Misc ability system cleanup (fix typos, etc.) Change 3043152 on 2016/07/08 by Daniel.Broder Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.) #UE4 #NoReleaseNotes Change 3041765 on 2016/07/07 by John.Abercrombie Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation - The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn Change 3041664 on 2016/07/07 by Bob.Tellez #UE4 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 FORT-25983 Change 3040645 on 2016/07/06 by Bob.Tellez #UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close. Change 3039969 on 2016/07/06 by Billy.Bramer - Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly - When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly Change 3036256 on 2016/07/01 by Bob.Tellez #UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows. Change 3036173 on 2016/07/01 by Ben.Salem Get FTests running sequentially. And, actually, running at all in non-editor. Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next. Change 3035551 on 2016/07/01 by John.Abercrombie Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback - CL 3034853 contained the original change Change 3035152 on 2016/06/30 by Daniel.Broder Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience). #ReleaseNoteAbove The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box. Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes. Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box". NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/ #UE4 #ReleaseNoteAtTop Change 3034918 on 2016/06/30 by William.Ewen Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal. Change 3034853 on 2016/06/30 by John.Abercrombie When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list Change 3033507 on 2016/06/29 by Ben.Zeigler #jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch Change 3033413 on 2016/06/29 by Daniel.Wright Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields * Useful for reducing self shadowing on meshes that have ambient animation Change 3033343 on 2016/06/29 by Billy.Bramer - Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!) Change 3032888 on 2016/06/29 by Billy.Bramer - Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers Change 3031800 on 2016/06/28 by Jonathan.Lindquist new exr texture Change 3030807 on 2016/06/28 by Lukasz.Furman added more debug logs for rare navmesh raycast crash #jira FORT-22373 Change 3030624 on 2016/06/28 by Lukasz.Furman switching navgraph to use FMetaNavMeshPath #fortnite Change 3030002 on 2016/06/27 by Ben.Zeigler Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes. Change 3029720 on 2016/06/27 by Ben.Zeigler Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken Change 3029574 on 2016/06/27 by Bob.Tellez #UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0. Change 3027275 on 2016/06/24 by Billy.Bramer - First pass of adding evaluation channel support to non-instant gameplay effects - Evaluation channels allow for game-specific control over the order of modifier evaluation - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2) - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects - Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes Change 3022931 on 2016/06/22 by Nick.Cooper #UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV Change 3021845 on 2016/06/21 by Carlos.Cuello Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build. #jira Fort-25978 Change 3021800 on 2016/06/21 by Lukasz.Furman adding function to query if navmesh was initialized in given radius #jira FORT-24487 Change 3021777 on 2016/06/21 by Martin.Mittring UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes content that used SkyLight OcclusionTint feature will look different and might need a retweak. a brighter (~ 3-4 times) and less vibrant color results in a similar look #code_review:Jonathan.Lindquist [CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
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Platform set changes Improved UX For Device Tree and CVar Conditions - Clean up Niagara Device Tree - new bIsVisibleForAsssets value in device profiles to have them indicate which device profiles should be visible in other assets. - Improved tooltips and colouring on device tree to better show what is enabled/disabled and why. - Added tooltips for CVar conditions to text entry and suggestion boxes showing the CVar help text. PlatformSet Redirect feature = - Can redirect usage of device profiles to other device profiles or CVar conditions. - Allows fixup of content referncing legacy device profiles. - Adding CVar fx.Niagara.LegacyDeviceProfiles to facilitate some legacy DP fixup. Platforms now specifiy a min & max Niagara Quality Level they support which reduces need for trawling ini files and allows fragments to set quality level. CVar Conditions now have more control over what occurs when the condition is passed or failed. Previously they could only disable the set when the condition is failed which is now the default. Misc Fixes - Preview DP is cleared before restoring CVar states so CVar callbacks have the correct preview DP value. - Data Driven CVars are now updated correctly when default is modified in project settings. - Console Manager now has a callback when CVars are unregistered. - Utility function for calling a functor on all platform sets in a Niagara system. - Tweaked callbacks for CVar changes so updates are defered and also limited to only refresh things that references changed CVars. #rb Stu.Mckenna, Josh.Adams #preflight 6228bc3a1f1ec97d4e89a3c4 #ROBOMERGE-OWNER: josh.adams #ROBOMERGE-AUTHOR: simon.tovey #ROBOMERGE-SOURCE: CL 19321301 via CL 19321315 via CL 19325452 via CL 19327333 via CL 19327341 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19348289 by josh adams in ue5-main branch]
2022-03-10 22:03:54 -05:00
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